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.
