On Fri, Nov 4, 2011 at 5:17 AM, Zachary J. Slater <[email protected]> wrote:
> Your opinion of the size of the change is irrelevant. The change-cost
> in diffs would be enormous by any standard, most especially that of
> anyone who has already used ioquake3 to make a game. Of course the
> comments would not change any functionality, but that doesn't matter
> when the glob of diff would waste the time of anyone working on a
> project today.

It's possible to have the comments in a separate file that mirrors the
source code structure.  Every source file you want to document would
have a separate file for the documentation.  It sounds bad but in
practice it can be fine.  Many Perl modules in CPAN are setup in a
similar manner without mixing code and documentation.  The source code
is at the top of the file and after the __END__, it has the
documentation.  While two separate files does make it a bit more
annoying than the Perl setup, it could still be usable.

Doxygen can still use the relationships derived from the source code
itself and use the external comments.  It it would be a way to add
extensive documentation while not conflicting with people who have
forked the source code.

> My feeling on this is that a game developer's ease-of-use must
> outweigh that of someone who merely repackages our vomitus.

It's not just about the packagers.  It hurts any new game developers
by not having documentation.
_______________________________________________
ioquake3 mailing list
[email protected]
http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
By sending this message I agree to love ioquake3 and libsdl.

Reply via email to