@Soul: again, thanks for having a sense of humor. Sometimes that's helpful around here
Examples including sections of the new AI interface, potential in the ASSIMP branch, specular SMF, and many other things of which the majority of the how is detailed either directly in the code, or in forum posts that will be buried in 6 months time.
1. In a practical book on development of a game for Spring, you don't need to know about the AI interface or ASSIMP. By definition, these are things that game developers shouldn't be worrying about.
2. Specular SMF is just one teeny feature, and until Beherith releases his version, it's unfinished, imho. It's not a world-beating thing where we should halt everything, either; old maps will still be working after it's done. If we're going to play that game, then Spring will never, ever be "ready"
now it seems new things are not added
Can you give us any recent examples? Usually stuff is documented within a month or so, after it's been tested and feedback's been given.
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Anyhow... just taking stock of the current state of the documentation, here's my take on where things stand:
1. I don't *think* any new COB callouts have been added since P.U.R.E. 1.0(i.e., over 8 months ago). FLOZi could confirm that, or I could go check that source, but I'd be extremely surprised if that's changed, since COB's going to be second-string vs. Lua animation from here on out, and won't be seeing new features.
2. COB is well-documented, structurally.
In terms of how-to, not so much. If nothing else, we probably need a complete, "how to script a walk-cycle for bots" and "how to script factories, builders, transports, and other Special Units", because these areas are lamentably obscure.
3. CEG's pretty well documented, and well-organized, imo. The only things that might improve it are some short videos demonstrating each major effect system.
4. UpSpring documentation could be improved a bit, but my video actually explained a lot of the workflow, my written workflow explains a lot else, there are quite a few good articles on modeling / skinning / uvmapping... and newbs can always ask stupid questions if they want to know more. I haven't seen a project fail yet, because the people working on it couldn't get their models in-game.
5. The sound system is pretty well documented; there's public source for auto-setup of your sounds, however you want, or with standardized categories. Or you can ask some questions.
6. FLOZi released that very cool Resources script that makes that part of Spring a lot less of a chore.
7. Things like icons and buildpics are pretty straightforward, but maybe aren't documented as well as they should be. That might be a nice quickie.
8. Game structure needs some pictures of folders, and better overall flow; it feels more technical than it probably should atm.
9. It'd be nice to have a short description of how synced / unsynced works, how gameframes and SlowUpdate cycles work, and how safe communication is achieved, for people just getting into game design, who don't understand how engines work. I might write that, then ask for some peer review so that I don't make us look bad
10. I'd like to see some efforts made to document MoveCtrl better, preferably with a simple, well-commented example project. It's a major feature of this engine that needs some documentation love. However, other than simple crap, I haven't done anything with it, so I'm not the guy to ask.
11. UnitRendering is mainly black-box; either you're jK, trepan or Kloot (
or me, believe it or not), or a lot of it's very mysterious. Unfortunately, it's probably going to remain that way, to coders who aren't already pretty strong OpenGL people.
jK's shader framework, which is not finished atm (and I have no idea when either he or I will get back to that) makes it a lot clearer, but as I said, it's not fully operational at this time, and I'm pretty uncomfortable presenting a paper on it just using Kloot's code, because I feel like jK's framework is ultimately where we want to go, in terms of transmitting structure to noobs. Kloot's code is very stable, though, and has been for months, other than me making minor alterations to keep it compatible with the shadowmaps and a few other things along the way.
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Anyhow, that's my list of things that could use some work atm.
So, other than the stuff that's maintained by various developers in a semi-proprietary way, that's where things stand, I think.