With the 3D model renderer in reasonably good shape so that new models can be worked on, I’m now pushing toward building the front-end’s central features into the Home screen: selecting PWADs and other resources to use when playing a game.
The main feature I was working on last week was a new way of handling classic data files such as WADs, PK3s, DEDs, and DEHs. The engine is now able to recognize these files and treat them as Doomsday 2 packages internally. Additionally, I’ve added a small database of known files (such as the vanilla IWADs) that are further identified as packages with very specific IDs and versions.
Continue reading Homeward
This week I was largely focusing on non-Doomsday related things. Therefore, this is a good opportunity to take a bird’s-eye view on how we are doing on the road to the big version 2.0. Continue reading Bird’s-eye view
I’ve been getting back to work on Doomsday after my 1.5 month hiatus.
As I previously planned, I’ve been doing more development on Xcode 6. It took a brief adjustment period to get to know the intricacies of the IDE, but Xcode is starting to feel quite comfortable. My biggest gripe is that the Quick Open box is so slow; Doomsday is a relatively large code base, so there are a lot of files and symbols to find (Qt Creator manages this just fine, though). There are some nice touches like the Assistant editor showing callers/callees, source/header counterparts, and other helpful information, but code navigation on the whole just doesn’t feel right to me. However, Xcode is superb for debugging on the Mac. I’ve already managed to fix a number of bugs thanks to it. Continue reading Up to Speed