Author Topic: The road to bloatware  (Read 16324 times)

vcxzet

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The road to bloatware
« on: October 28, 2013, 09:47:52 am »
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http://unvanquished.net/news/75-upgrading-our-15-year-old-engine

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Daemon, the Unvanquished engine is a descendant of Quake3 (1998) through ioQuake3, Xreal, ET:Xreal and OpenWolf. That's 15 years of tweaks, fixes and features added at random places in the code.
They admit they combined features from all four engines crudely together and blame them.

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What used to be the “final evolution” of John Carmack's C style has grown into a mess of interdependent modules and special case handling. As a result, Daemon is less maintainable and the apparent lack of clear separation in the codebase scares new developers.
More confessions ... they confess they turned something elegant into an abomination.

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Because Unvanquished is a long-term project we need to make our engine friendlier for new developers while becoming competitive with other modern engines.
Good intentions ... The road to hell is paved with good intentions.

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we eventually want to get close to TTimo's experimental engine
experimental?

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we are switching from C89 to C++11
here we go.

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The gamelogic is written in C89, comes with its own standard C library, is under-optimized, and can barely do dynamic allocations.
it is better than over-optimized IMO.

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we cannot afford to rewrite all of our gamelogic.
I just threw some money at my screen. did it help?

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Instead, we are looking at PNaCl (Portable Native Client) that is used to sandbox native applications in Google Chrome.
Chrome is a game? Anyway, whatever google uses is necessarily the best solution for anything and everything.

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It solves all of our problems
and global warming

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it is a proven technology that will hopefully be maintained by Google for a long time
I told you, google creates the best all purpose solutions.

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Work has started in the engine-upgrade branch, first by making all the engine compile and work in C++.
I don't even know what that means.

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PNaCl can make both the engine architecture better and gameplay developers more productive.
ok, as stated earlier, google is god.

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As a final note, we are not professional engine developers so comments and criticism are very much welcomed.
>Although, I pretended to be a professional for the most part, I will put it here to deflect any harsh criticism.
I can green text!


CreatureofHell

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Re: The road to bloatware
« Reply #1 on: October 28, 2013, 12:40:51 pm »
All Hail Google.
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

SamOz

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Re: The road to bloatware
« Reply #2 on: January 07, 2014, 02:40:55 am »
Unvanquished is a mess regardless. Nearly 2 years now, and still mostly unplayable "alpha".

How many players do they have? Every time I check into it, their servers are dead nearly all the time - except presumably when they arrange a "get-together" of their "in-crowd" but otherwise there is nothing going on at all.

I prefer WarSow and Alien Arena or playing old vanilla Trem; at least there are players around and the games run on my PCs with little trouble.
Read about SamOz's MImod or download it here. Warning, It's BIG!!!
MImod is a new mod for Tremulous, with flashy script effects & High-Def textures in an Oriental-influenced theme.

Ingar

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Re: The road to bloatware
« Reply #3 on: January 07, 2014, 10:12:21 am »
As the forum admin, I'm quite tired of having the animated remains of the tremulous forums being used in Unvanquished mudslinging tournaments. Take your arguments to this thread or to the unvanquished forums, where they belong.
« Last Edit: January 07, 2014, 10:15:44 am by Ingar »