From: Joe T. <gea...@co...> - 2006-07-17 03:00:49
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Hello, These are some good points, and I want to quickly address a few. Version 0.2.0 todo: 1. I have tons of example code for implementing consoles, give me the interface you want and I can get to work. We may also want to think about a scripting system to go along with the console system; something simple, like a batch file interpreter. If we need more, we can possibly use lua or something. 2. This is dependent on #3. Let's think about implementing a robust materials system, creating a skeleton for shaders and other advanced materials for later on. Perhaps swipe the one from Quake 3 (it's GLP'd, whee!). 3. I have tools I can use to reverse engineer Thief, at least it's files anyways. I would like to take some time to analyze at least the .mis files to definitively identify the exact structures needed for world geometry rendering, including lightmaps. While we have darklib, I think there is another way to go about parsing the level files. I need to look into this. 4. On windows anyways, I've figured out what is necessary to create a linkable dll, which is merely to prefix any exported functions with __declspec( dllexport ). Static linking isn't really required, but dlls are completely optional. One thing I am thinking is that we may want to implement a dll-based plugin system for expanding the engine at a later date. This plugin system would integrate nicely with the console system. 5. I have no problem commenting my own code, but what style do we want to use? We should map that out. I have no idea what doxygen is, I'll have to read up on that. Something that you didn't bring up is the matter of copy-protection. Do we need (or even want) some sort of mechanism to ensure that the user does in fact possess a legitimate set of data files? Not implementing even a token check could land us in hot water with the publishers once we begin distribution of the engine. OK, that's all the comments I can think of for now. Regards, Joe |