Posted by: n2liquid | January 17, 2010

Break through?

Marco has quit the team. Yoasakura is in trouble with personal affairs. A supposed new programmer will get busy with school soon. I.. well, there’s nothing wrong with me besides this odd feeling I now grasp of getting off from school, whose concept I had attached to that of an impediment, and facing university and the fact that I was the only one who got away from one of hisĀ  “impediments” in the Sonetto Project.

It seems almost ridiculous to me how easy society (familial nucleus included) can make giving up on dreams be. That is, from the bottom of my heart I don’t feel like giving up on this project, but, heck, if I didn’t have an absurd desire towards its completion this would have been a lost match. All wrong, this is all wrong…

But I shall create those games I so want no matter what. I have already almost given up when we started developing Sonetto, and today it is with unprecedented pleasure that I understand that I would have had only myself to blame if I had given up that time. This project has got almost nothing on itself, but it’s already a VICTORY for me to have stood by its side for all this time, so it can’t be any different that there will be many more “wins” to come when the project actually start to take form.

Lastly, a quick update on the project’s code base status:

  • We are using Git as revision control system for our repository. I always disliked those .svn folders everywhere which would break things so reliably when moved around. I also like the possibility of making local commits that may be dropped or regrouped before being pushed to the repos, something that wasn’t possible with Subversion.
  • We have adopted Boost libraries (http://www.boost.org/) as a new dependency for Sonetto. Those guys are beasts at solving programming problems.
  • Linear algebra library Eigen (http://eigen.tuxfamily.org/) was also adopted; it’s also bestially useful.
  • We have dumped Ogre3D (it was a fine engine to learn from and may even be fine for some commercial projects, but it doesn’t fit our style in many ways, so it’s bye-bye) and we will only support Direct3D for now. I still hate all APIs by Microsoft I have ever seen, but nothing could ever be worst than OpenGL’s API. Microsoft wins until a new alternative comes by.
  • We have changed our terminology a bit, also. There aren’t Managers anymore, but Systems. Systems can be either Core Systems or normal Systems. Core Systems are those which share state among game Modules, so their lifespans have to be the same as Sonetto Core’s Kernel. Normal Systems, however, have their lifespan tied to the Modules that instantiate them. An example of a normal System would be the Walkmesh System: it doesn’t have to cope with the existance of many Modules, although it’s used by many of them.
  • The Input Core System is done writing, but 2/3 of it were not even tested yet (those two parts correspond to the DirectInput and XInput portions of the System; I’m lacking of controllers right now :] keyboard support works, though). Oh, and I didn’t code the force feedback part of it, also, but, seriously, this is dead easy..
  • Resource Management is gonna be handled by a separate library of the project. This library is still urging for a little bit of rethought, though, and not a single line of it has been transcribed to C++ code yet.

Dunno when I’ll post here again. In fact, I’m only posting this because I like to write stuff from time to time. Oh, boy..


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