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Where I've Been

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Shaderman:

--- Quote from: silicone_milk on March 19, 2010, 06:04:37 AM ---Secondly, this is going to take much longer than I thought as the GTKRadiant and Q3Map2 sources are heavily coupled (they depend a crapload on each other).
--- End quote ---

Oh yessss, I remember that from GtkRadiant 1.5. I don't know which version you're using (I guess 1.5 or 1.6), but maybe it's worth to look into the other one to get out the q3map2 source. AFAIK q3map2 didn't change from 1.5 to 1.6 but since the 1.5 source was heavily rewritten in all parts it's maybe more coupled with q3map2 and thus it might be much easier to get q3map2 from the 1.6 code base which itself is based on GtkRadiant 1.4.

It's 7:50 am here and I didn't have a coffee yet... I hope this makes sense :)

silicone_milk:
it does make sense. I'll take a look in to it. I've been working out of the 1.5 codebase and trying to make the q3map2 a completely independent project (as part of the main focus on running it on the gpu). Also, since I'm at it, I'm rewriting the base in c++ to have access to the boost library and the standard c++ libraries. Although, I'll have to work some c in to the parts that will be running on the gpu since the c++ extensions aren't fully developed yet...

silicone_milk:
Got the BSP section of the q3map2 source compiled on its own. Replaced all the raw pointers with boost smart pointers and all the c-strings with standard library string types.

Introduced some interface classes to work on BSP data rather than having a bunch of loose global functions floating around in the q3map2 header.

Having some issues with the fact that q3map2 relies heavily on almost all of the variables being global. There's really going to be a lot of work refactoring all of that code.

Shaderman:
That's a start :) Oh well, I remember those static vars everywhere in the Radiant code  ::)

silicone_milk:
Got some more work done on it. Embedded the Python interpreter in to the compiler.

More detail can be found at the Quake3World thread - http://www.quake3world.com/forum/viewtopic.php?f=10&t=43211 This is where I've been talking about it mostly.

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