Re: Irrlicht Port

#192
It has a more efficient way of handling memory and processes and it will help clean up some of the "spaghetti" code mess. So in short it will be easier to run on low-end computers.
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Re: Irrlicht Port

#193
LORD DEATH wrote:It has a more efficient way of handling memory and processes and it will help clean up some of the "spaghetti" code mess. So in short it will be easier to run on low-end computers.

Yea. I do think someone should Clean up the code. Even though it might screw up the game, since the whole thing was made with that mess.

Re: Irrlicht Port

#195
I got an account at last, although I'll still probably be pestering someone over youtube since it's easier and less formal.
Anyway, after doing some searching around, I discovered that Irrlicht isn't as 'Basic' as BlitzBasic. Looks like I can't contribute in any way shape or form.Except Maybe shapes, if you want some kind of cRummy Makeshift model that's a lot worse than what you could do.
I should probably stop talking.
Anyway, in case anyone like Syphen or Yonzo want to know, juanjpro said he's working on the new and improved AI for everyone's favorite anti-social individual (shy guy, I was trying to be funny) as it will make use of the brand new pathfinding AI and room paths.
yonzo_rikuo wrote:you want to clean the spaghetti code with simpler code? hope there is no new bug appeared
I'm pretty sure since juanjpro is cleaning out the code by rewriting the game entirely with what to add in mind, there won't be many bugs except a memory access violation if some .jpg is somehow left out.

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Re: Irrlicht Port

#197
Hubbawubba64 wrote:I'm pretty sure since juanjpro is cleaning out the code by rewriting the game entirely with what to add in mind, there won't be many bugs except a memory access violation if some .jpg is somehow left out.
This is a rather naive stance to take with regards to software development IMO; I do not know how proficient juanjpro is in C++, but the language doesn't protect you from fucking yourself over like many other high level-languages do. Converting from a BASIC dialect to C++ is by no means a simple task.
M-x dingus-mode

Re: Irrlicht Port

#199
LORD DEATH wrote:It has a more efficient way of handling memory and processes and it will help clean up some of the "spaghetti" code mess.
The way memory is handled in C++ is similar to the way it's done in Blitz3D, the efficiency comes from carefully writing all the code that's needed for it to work right. Spaghetti code isn't BlitzBASIC's fault, it can happen with C++ too, and it only makes life harder for developers.
SyphenTV wrote:I do think someone should Clean up the code. Even though it might screw up the game, since the whole thing was made with that mess.
How can cleaning up the code screw up the game, if done properly? Cleaning up the code would only make it easier for developers to understand and would not affect performance or stability noticeably, if at all.
MonocleBios wrote:C++ doesn't protect you from fucking yourself over like many other high level-languages do. Converting from a BASIC dialect to C++ is by no means a simple task.
I am aware of this and I'm making decisions with this in mind. The new code I'm writing isn't based on the original code.

Re: Irrlicht Port

#200
juanjpro wrote:
LORD DEATH wrote:It has a more efficient way of handling memory and processes and it will help clean up some of the "spaghetti" code mess.
The way memory is handled in C++ is similar to the way it's done in Blitz3D, the efficiency comes from carefully writing all the code that's needed for it to work right.
He is correct to an extent. C and C++ give you more options for minimizing cache misses, though the opposite is also true.
M-x dingus-mode