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Julian

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Posts posted by Julian


  1. It's post like this that makes me proud of this community.

    Anyway, I too thought of the problem like Graf Zahl did and I'm afraid a language will not be enough.

    You'd need an OS that actually acts as the intermediate to assembly code translater of today's compilers. All apps on this OS would have to be written in a very high-level language with a degree of abstraction much more important than what we have today (don't ask me in which form, I have no clue, but probably exhibiting properties similar to Haskel) and an equally high-level standard library.

    The idea is that the more high-level your program concerns are, the more opportunities for optimizations there is (somehow counter-intuitive but I think we, coders, tend to confuse having control and writing efficient code).

    Oh well, anyway, just wanted to contribute to this fine discussion :)


  2. Graf Zahl said:

    Hardcore OOP purist code is probably the only thing that's worse than badly structured C. All that 'clean' encapsulation can easily end up more Spaghetti than gotos if you have to click through 10 or more getter functions to find out what it does. Been there, done that, no fun at all.


    Yep. I find that the only way to judge code is from a maintenance point of you. Over-architectured OOP is no better than the hackaton mess the Doom code ended up to be.


  3. Q, we had this conversation a looooong time ago. I still think converting the code progressively to C++ is the way to go. Start with the parts which you know will cause problems with the new C standard then continue on.

    I never understood the idea that the Doom source code needed to stay in C and that pseudo-OO was a necessity. It's not. I'm always amazed to see how deadfully redirection-heavy (in function calls terms) the original code is while it is perfectly feasible to go the "object with inline methods way" 99% of the time... which would make the source code that much more maintainable and, paradoxically, more optimized (anyone still pretending C++ is slower obviouly has no idea how to code in it properly from a performance point of view).

    The only issue I see turns around backward compatibility (ie. demos) but it's nothing you can't tackle provided you have a set of maps and assiciated demos to use as "unit tests".

    God, I wish I had more time on my hands.

    Best of luck with whatever decision you take, Eternity is still the source port I'm most in love with ;)


  4. GhostlyDeath said:

    YD: UFO Game?

    http://en.wikipedia.org/wiki/UFO:_Enemy_Unknown

    GhostlyDeath said:

    LATB: I never really noticed the drums much since the guitar was pretty loud, but I could fix it sometime later.

    All I can tell you here is practice, practice, practice, 'cause not taking into account drums while playing and/or programming an instrument line... well... honestly I dunno what to say. Would you listen to a band where everyone is playing his own thing without listening to the others?


  5. So,

    • YummyDarkness: I know you were aiming for an ambient one here, but the strings just get annoying very fast (I mean, I love repetitive tracks but still)... I suggest you give a listen to the UFO game soundtrack which was marvellous in that department
    • LookAtTheBunnies: you do realize the guitar part keeps on desynchronizing/resynchronizing with the drums, right?
    I don't wanna sound harsh or anything but, please, tell me this is the first time you made midi tracks.

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