Development Blah: Comments

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Re: Development Blah: Comments

Postby Ben K » Sun May 22, 2011 9:05 pm

I actually like the lighting on the right better.
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Re: Development Blah: Comments

Postby Pumo » Tue May 24, 2011 4:58 pm

Seriously, you like that one better? :P lol

Well, I must admit, it's not that bad either, but I think the way it looks on the left looks more like a modern game (more up to date), while the one on the right looks a bit more like Descent 3.
Not that that's bad thing, but I feel it looks a bit outdated. :|
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Re: Development Blah: Comments

Postby karx11erx » Tue May 24, 2011 8:21 pm

I think it looks that way because lightmaps don't make a light source's surroundings overly bright, like they did before, and hence additional light sources have a greater influence on lighting. Actually the right screen shots look more "right".
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Re: Development Blah: Comments

Postby Pumo » Tue May 24, 2011 8:56 pm

Oh well, it's OK.

Maybe it was just a matter of personal taste, but if the experts says that the new way is the right one, I can accept it. ;)
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Re: Development Blah: Comments

Postby pokeman7452 » Tue May 24, 2011 11:05 pm

I seem to remember haywire equipment generators was one of the reasons I stopped working on TDXL. Perhaps I should take another look now :D
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Re: Development Blah: Comments

Postby karx11erx » Tue May 24, 2011 11:52 pm

Good idea - please finish it! :)
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Re: Development Blah: Comments

Postby Ben K » Wed May 25, 2011 8:27 am

The left-hand one looks oversaturated to me, which really isn't a feature of modern games.
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On other topics...

Postby Alter-Fox » Wed May 25, 2011 3:15 pm

The second-last post in the dev blah reminds me of my computer science class four or five years ago.

The teacher really stressed the importance of commenting your code, and as students we would lose a whole lot of marks if the commenting wasn't sufficient... :roll:

Definitely the kind of class the guys at Parallax Software should have taken... :mrgreen:
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Re: Development Blah: Comments

Postby Sirius » Wed May 25, 2011 3:50 pm

To be fair, they were rather in a hurry, and such situations breed messy code. Not a complete excuse though as if you don't put out garbage, it tends to be less buggy.
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Re: Development Blah: Comments

Postby karx11erx » Wed May 25, 2011 5:13 pm

Sirius wrote:To be fair, they were rather in a hurry, and such situations breed messy code. Not a complete excuse though as if you don't put out garbage, it tends to be less buggy.

There is no greater urgency to write well structured and commented code than when you are in a hurry!
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Re: Development Blah: Comments

Postby Alter-Fox » Wed May 25, 2011 9:22 pm

I can see that logic... if you're working as a team it's easier for the other people to know what you've done so they can keep working on it.
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Re: Development Blah: Comments

Postby karx11erx » Wed May 25, 2011 9:29 pm

Pumo wrote:Oh well, it's OK.

Maybe it was just a matter of personal taste, but if the experts says that the new way is the right one, I can accept it. ;)

It really is like I said: I recently modified the lightmap shaders to produce less saturation. This is why the bright yellow flare now supersedes the red door lights. Same goes for the red lasers, which actually are more orange than red.
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Re: Development Blah: Comments

Postby Sirius » Sat May 28, 2011 5:23 pm

Wow. I'd been warned by another programmer that fvi.c was horrible, but I didn't expect quite this. Works great if everyone makes their levels like Minerva, but breaks down into horrible weird bugs if you go much past that...

Surely it can't be that hard to project into 2d properly, even if you have to do it - can't you just rotate the system so the face normal is actually aligned with an axis?
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Re: Development Blah: Comments

Postby karx11erx » Sat May 28, 2011 6:52 pm

You don't have to: That algorithm is mathematically correct. It's just slow and prone to fail due to numerical errors - so much more with the stone age fix point arithmetic of Descent with its very limited precision.

The funky thing about this is that changing anything there (even simply breaking all faces up into triangles) breaks multiplayer compatibility since the level checksum used to verify the participants' level compatibility includes these. Really, really smart move by Parallax.

Actually the entire Descent code is one big, unprofessional, unstructured, hacked together mess. I have tried to sort that out, but sorting a pile of junk just yields a pile of assorted junk. :mrgreen:

Object oriented design and C++ were already mature when Descent was being written, and in 1994 the "Gang Of Four's" book about Design Patterns had been published. Descent is light years away from that, and a prime example why you should employ such principles. It says a lot about the level of education and skill of its creators that they didn't apply any of them. :thumbdn:

Sadly enough, the Descent:Freespace code doesn't look much better; and I doubt the D3 code does.

I wonder what design principles and project management methods Volition is using today.
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Re: Development Blah: Comments

Postby Ben K » Sat May 28, 2011 9:24 pm

Volition has had 15 years to improve. It was much easier to make (badly-written) games in the 90s.

Can you send a bogus checksum for multiplayer compatibility, or is it not that simple?

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