So I have an engine, ca3de, which makes use of what it calls mods (external game code) as of now it has a DM mod code but I want to make a SP "mod" If the engine already supports all needed model formats and map formats (all formats for everything!!!) What route should I take to implement game code that I wrote for a Q3 engine. (SP game code!)
I have tried manythings with some success but I have never coded anything other then Q3 and Q2 and that is where I learned to code in the firstplace. I want it clean not hacked. Let me know what you guys think the best plan swould be....as I am just hacking code together with limited success!!!
thanx for any advise!
some advise
Started by n321, Dec 07 2006 03:22 AM
3 replies to this topic
#1
Posted 07 December 2006 - 03:22 AM
#2
Posted 07 December 2006 - 08:13 AM
This would probably be a question better asked of the ca3de community. See if they have any tutorials or docs about their engine, or if they have a forum or a mailing list or something similiar. Since your question is specific to a particular engine, you'd probably find better information there than you could here.
reedbeta.com - developer blog, OpenGL demos, and other projects
#3
Posted 07 December 2006 - 08:56 AM
n321 said:
I want it clean not hacked. Let me know what you guys think the best plan swould be....as I am just hacking code together with limited success!!!
Refactor. Personally when I'm doing new developement I create a nice design and implement that. However if I have to use someone elses I just implement the code as quick as I can then do refactoring to remove the hacks. Its a good way of keeping you focused and ensuring you dont over engineer things.
I've recently read a good book on the subject called 'Working Effectively With Legacy Code'. You might not think the code is legacy, but basically the author defines legacy as any code without tests. Heres an article by the author of the some title.
#4
Posted 08 December 2006 - 04:44 AM
Learning to spell is always useful too
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