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Engine dev. going backwards?!

Well, this is awkward. Beleive me or not, but the progress on the engine has actually gone BACKWARDS. Yes that is right! Backwards. Now how did this happen? Well, i decided it was time to structure up the code, remove unneeded work and or extra teeny tiny bits and to go for a more optimized, better stylized and easier to handle approach. So first off, i removed the whole manually setting up windows and setting up OpenGL and moved to SDL instead, since it does not remove any of the functionality i want from OpenGL and the rendering window. Second, i removed all the event handling from Windows.h, i actually removed the whole file from my project (except for the one in SDL.h) and decided to use WebKit and Awesomium instead of the ugly Win32 GUI. This had some advantages:

  • Portability with both editor and game for Linux, Mac and Windows from the beginning
  • Better stylized GUI, easier to handle and also easier to adapt
  • No need to re-do the editor for EVERY SINGLE OS!
  • We can use SDL for Networking and input!

The disadvamtages though:

  • Extra work on GUI is needed
  • A rewrite of some of the core parts in the engine (Was needed anyway)
  • I need to brush up my CSS3, HTML and JavScript
  • A bit of redisgning on the engine

Now all theese advantages greatly outweigh the disadvantages, so it was kind of a no-brainer.

Will get back to you when we have a working version of the new design, however GUI will take some time to implement (it would need it later anyway). Alex signing off!

Posted by Tempest 2012-10-15 Labels: Engine Development Backwards Alexander SDL OpenGL Wind32 Linux OS X GUI WebKit Awesomium CSS3 HTML JavaScript

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