Reply to Re: Announcement : Dink Source Released!
If you don't have an account, just leave the password field blank.
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.