Knghtbrd is a better person to ask about twilight, I'm replying to the 
list so he and others will see this, I'll answer some of the questions...

Nicholas Quintieri wrote:

> Hi Forest,
> 
> 
> We're a small development team from Argentina (my fellow coworker
> Gerardo and me), and have had a lot of interest in the quake source code
> since it was first released; So when we heard about Project Twilight, we
> tryied it and really liked what we saw. if you don't mind, we'd like to
> ask you some programming questions since you are already very familiar
> with the codebase, and we think it's a great engine to build upon as a
> base for future games (it's also great it is GPL). Since all of our
> previous experience in 3D has been in the art field (we made several
> vrml and javascript demos too
> http://www.livinglinks.com/people/GQ/Vrml.html), these questions may
> seem pretty basic ;) Ok, here they arhttp://www.bloodshed.net/e:
> 
> We noticed you took out all (gas) .s files from the build (please
> correct me if i'm wrong), was it
> because new hardware renderers won't be affected because of the lack of
> assembly code?


Minimal speed loss, and improved maintainability (no assembly to keep 
synchronized), less hassle when compiling (particularly less hassle in 
non-gcc based compilers).


> We are using Borland's free compiler (and vide for the ide). Do you know
> if there's a borland makefile to build the project, or any utility to
> convert from Visual C++ project files to borland makefiles?


Borland has some issues with the quake code, and I haven't seen anyone 
with interest in making twilight compile with it...  But I think it just 
needs some minor code changes to work with it's slightly odd idea of 
syntax (particularly truth tests on pointers).

DevC++ from Bloodshed Software ( http://www.bloodshed.net/ ) might be a 
better environment to try, it uses mingw which should compile twilight 
easily, although I'm not sure how/if mingw is supported in the twilight 
configuration system (someone else should answer this).


> Where could we get more info about Quake's memory management (zones),
> cvars, file i/o?


Hmm, I'm not sure where you could get info about them, and twilight has 
changed them around a bit (for the better).

> And lastly, what part of the code deals with model loading?


gl_models.c mainly.


> Thanks in advance Forest, we hope not to bother you, and keep up the
> good work you guys!
> 
> 
> 
> Best Wishes,
> 
> 
> Nicholas Quintieri


-- 
LordHavoc
Senior Editor for http://www.gamevisions.com
A member of the Brotherhood of The Axe game clan.
Author of DarkPlaces Quake1 engine and mod ( 
http://darkplaces.gamevisions.com/ )
"War does not prove who is right, it proves who is left." - Unknown


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