
post header. albeit, not a very good one. It would be good if you could see how entirely different those things are in their seemingly sameness
I have been working with engine creation for around 7/8 months. I am not by any means trying to imply that I have it all figured out but, I do feel very capable. My Real Flash Quake thread was primarily a "get off the ground" thread. I perceive myself as being well "off the ground" at this point. All that being said, I want to bring a whole new perspective to my project. I intend to use this thread not only to illustrate changes and upgrades to my engine but, also to explain how some of these things work. I also intend to talk at some length about the direction of my engine, how it differs from a quake engine and why. These things can be as simple as just stating a fact or as complicated as to why I completely rewrote a chunk of original source, how my way is better/resultantly different and the future implications of such decisions.
In my time here (@ quakeone) I have tutorialized many things. In those tutorials I tend to explain everything down to the very alphabet that forms the words that I use to explain them. This thread is going to be a little more advanced. Instead of trying to speak in a way that hopefully even non-programmers can understand, I am just going to speak at whatever level the focus chunk of programming resides at. So if we are just looking at a bunch of loops and arrays it will be pretty simple. If we are looking at a bunch of abstract ideas in the form of an interface being implemented by concrete ideas within a design pattern...well, it's not gonna be simple at all to your average person.
I need a little bit of time to get my act together on some things that aren't quite ready to be put here but, you can expect that this thread will start filling up soon.
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