My game code now looks more like an empty shell of it's former self than anything else. As much as I'd like to think the game should be isolated from the engine to make future such migrations (always a possibility) as painless as possible, in reality it's just not practical.
Alot of my game's former code were workarounds and tweaks adapted to the engine. For example, my former game code worked in "frames" as a time unit. Ogre on the other hand uses "seconds" as time units, a more practical solution in my view. Should I just stick to frames just so my old code would still work? Or should I move on to time-based animations and make everything better?
At the beginning of this blog I mentioned that I had coded some 18,000 lines of code since the start of the project 45 days before. At this rate I make a prediction that at least half of those will be gone by the time the migration is complete. I am effectively shedding my squarey wheels for, I hope, round ones.
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