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 _______________________________________________ twilight-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/twilight-devel
