Plans for writing a new rts engine
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I'd strongly suggest reevaluating the 100% full rewrite decision if you want to release in an acceptable (i.e. non-glacial ) time frame. Practice shows that full rewrites don't work so well (OTOH, IMHO nothing could be better than going ogre3d, a truly great decision) so at the very least please do some maintenance for spring after 0.73b2 and maybe make sm3 map format work?
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- Posts: 43
- Joined: 12 Aug 2005, 08:24
Excellent idea.
It is the only way to invest in a great future for this community and all it's dedicated modders. I would suggest not to compromise too much with holding on to old structures just because modders "are used to those". On the other hand modders provide the vains thru which the community blood is running so some sort of middle way should be found (migrating paths etc).
Good luck with this great idea.
Monk.
It is the only way to invest in a great future for this community and all it's dedicated modders. I would suggest not to compromise too much with holding on to old structures just because modders "are used to those". On the other hand modders provide the vains thru which the community blood is running so some sort of middle way should be found (migrating paths etc).
Good luck with this great idea.
Monk.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Your bet is your bet, I'm talking from experience. A rewrite is very prone to be itself rewritten several times, since it's simply impossible to design *everything* right no matter how many times you start from scratch. (And by that I mean what I previously misleadingly described as 'don't work well'.)
Yeah, it really sounds like they are going to take over the whole trashheap of legacy cruft, which is contraproductive at best.Monkwarrior wrote:Excellent idea.
It is the only way to invest in a great future for this community and all it's dedicated modders. I would suggest not to compromise too much with holding on to old structures just because modders "are used to those". On the other hand modders provide the vains thru which the community blood is running so some sort of middle way should be found (migrating paths etc).
Good luck with this great idea.
Monk.
Hint: get a generic model format, for example. Something with an existing toolchain. It would be shame to see something like the upspring drama ("day 134: still fucks up textures and makes noobs whine") on the new engine again.
Its a 1000 times faster to convert something INTO well supported format, than from one into your pet-format of choice.