Re: [tsc-devel] SFML and further development process
Quintus |
Tue, 06 Oct 2015 16:08:09 UTC
Hi xet7,
Lauri Ojansivu <…x@x…> writes:
> does SFML port remove some (large?) portion of old code or bugs? After
> SFML port, would there be any bugs elsewhere in remaining code?
The SFML port basically wipes out the entire base of TSC. The highlevel
code (e.g. enemy logic) is mostly unaffected and just needs a few
touches. But everything related to drawing, input management, sounds,
etc. needs to be completely rewritten (and partly is already, just look
at that branch). The SFML port also switched to a scene-based model to
get rid of the nasty and very lengthy transition code we had e.g. when
loading the world map or a level from the world map. Now we have
“scenes” that encapsulate the entire logic of such a happening (e.g. a
“level scene”, “menu scene”, etc.) that are arranged in a stack. A new
scene can be loaded simply by pushing it onto the stack, and removing it
will make the game return to whatever scene was previously there. This
scene functionality has been implemented already and is pretty complete,
but there are still lots of scenes missing.
> I looked at http://www.sfml-dev.org and SFML seems to be nice
> cross-platform technology. I also did some simple code examples there.
Yes, it is cross-platform and very well maintained. These guys also have
an active and very helpful IRC channel. Luiji introduced me to this
(along with allegro, which I didn’t find as nice). It will abstract us
from coding raw OpenGL, though when desired, we can still drop down to
it (which was something datahead found very important).
> BR,
> xet7
Vale,
Quintus
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