Announcement : Dink Source Released!
It's finally happened!
You can download the entire source code right HERE!
Let's hope something really great will come from this and in a minimum of time so we can finally do what each and everyone of us who has been working on d-mods have been craving for!
You can download the entire source code right HERE!
Let's hope something really great will come from this and in a minimum of time so we can finally do what each and everyone of us who has been working on d-mods have been craving for!
I suggest a big irc meeting sometime soon about where to go from here!..
This is rok!
This is rok!
I spent a few hours looking over this source code and here is my opinions.
While my C++ direct x, and direct play experience allowed me to read the code fairly easy, I often found myself tracing varible names such as "oo" and "h" back to their orgins try to figure out WTF they were for. Seth also named half the structures after himself, and the names make no sense at all. The code is alittle better then I remember, but the organization is still so sloppy I wonder how it even runs.
ALl in all, I could easially crop a few features on it, but the doe is so sloppy adding too much would probably amke the engine unstable. When that happens you have to debug, and good luck with that. I stand by the opinion of rewritting the engine.
While my C++ direct x, and direct play experience allowed me to read the code fairly easy, I often found myself tracing varible names such as "oo" and "h" back to their orgins try to figure out WTF they were for. Seth also named half the structures after himself, and the names make no sense at all. The code is alittle better then I remember, but the organization is still so sloppy I wonder how it even runs.
ALl in all, I could easially crop a few features on it, but the doe is so sloppy adding too much would probably amke the engine unstable. When that happens you have to debug, and good luck with that. I stand by the opinion of rewritting the engine.
It runs well, but its spread out like spagetthi..
Well, there is no other option to rewrite (actually, restructure).. rewriting is a harsh word, it would function the same, but it would have more structure..
because we can't really do much with what it is now..
first step would be to organize the source code, rewrite it in c++ classes, put everything where it should be, remove bugs and make everything more structured.
second step would be to replace directx with something more portable, We can't really stay with directx if we are to give people from other platforms a chance..
third step?.. uhm.. all the funky features that everyone has drooled for..
Well, there is no other option to rewrite (actually, restructure).. rewriting is a harsh word, it would function the same, but it would have more structure..
because we can't really do much with what it is now..
first step would be to organize the source code, rewrite it in c++ classes, put everything where it should be, remove bugs and make everything more structured.
second step would be to replace directx with something more portable, We can't really stay with directx if we are to give people from other platforms a chance..
third step?.. uhm.. all the funky features that everyone has drooled for..
While all that sounds great, it would be a total bizotch to take direct x out of the engine. I think we should port it to Game Cube
For once I am happy I have no idea what you are all talking about. (goes back to snooze land)
- >^--^<
- >^--^<
well, that slampa comes hand in hand with cleaning the source anyway.. might aswell get it all while we're at it..
We must purify the source before handing it to the linux folks >
We must purify the source before handing it to the linux folks >
First, clean it up, then, use a swap card to port it to gamecube so I can play on my tv instead of moniter !
i wanna play dink on my cellphone
edit: oh wait, i don't have one...what the...?
edit: oh wait, i don't have one...what the...?
I just looked over the source a tiny bit. I definatly feel that before anything is done to the code, it needs to have the crap (literally) cut out of it, be rearranged, and be heavily indexed and annotated. If possible, I think that it should be split up into seperate chunks, such as AIs, item functions, etc.
By the way, what is actual code doing in the dinkvars.h function?
By the way, what is actual code doing in the dinkvars.h function?
I have no clue. Last I knoew headers was for external globals, function headers, defines, classes, struct, ect, not huge blocks of code.
WC, I thought that too, this must be some new awesome programming technique, to keep people from stealing the source!
probably one of seth's really weird ways of organizing his code...or maybe he just didn't feel like typing it twice because the header file is used for both dinkedit and the actual game
Maybe Seth just stole lots of different code off different people, shoved it together in one big file, and somehow ended up with the oddity that is Dink.
It would sure explain the humour...
It would sure explain the humour...
If you were to rely on DX8 or 9, what .DLLs and other files would be needed if some people without DX8 needed to upgrade just those ?
So, has anyone looked at the source and promptly plucked out thier eyes and bathed in lye as Seth thought we might ?
So, has anyone looked at the source and promptly plucked out thier eyes and bathed in lye as Seth thought we might ?
I considered doing that when I saw the presence of source code in the dinkvars header file. Coding that bad should not exist.