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From: Balee <ova...@fr...> - 2004-10-25 20:28:44
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hm, doom3's mermory management is interesting(hl2's too ;->) but if you use it as a base to your code, remove the "ugly code" from it i mean things like: void *ptr; ... if (!ptr) /* * use: * if (ptr == NULL) */ hmm, an unified coding style should be used in the project maybe NetBSD 1.6 or something like that http://www.sirklabs.hu/stuff/style hmp, i looked into the cvs, it's a bit messy i mean, there souldn't be any renderer code and stuff while we haven't got any memory management, string-manipulation, debug, etc, etc ex: bool TEXTURE::LoadTGA(char* FileName) will die if you give a NULL pointer as filename, and if we want to read something from a packfile, we have to rewrite the code, etc so, first we need to write the level 0 code, make docs howto use it(cuz not everyone needs to learn the whole api's workflow), then we should plan how the client-server actions will run, and then maybe we could start graphics, sound, etc.. BUT while some people codig tier 0, others(expert to graphics, sound, etc) can make some small programs for trying and learning new thingies(vertex&fragment shaders, etc) and when tier 0 finished, they can inculde their code(with some modifications) otherjavascript:formsubmit(1) javascript:formsubmit(1) i'm thinkin' bout a packfile format that we should use(ZIP? GZIP? BZIP2?) we need to find the most efficent and fast of 'em good work! ps: my english gets worse day by day, sorry for that, maybe i'll go to an english course cuz when i was 16, i was a perfect speaker, but now, i only know some tech terms |