Earlier quoted context omitted.
Then, to be extremely frank, it sounds like the game is a technical failure and should be abandoned. Trying to fix an older game such as this seems like an uphill climb. Better to greenfield it and start from scratch. The original engine sounds like it needs a rewrite anyways. Getting it running on an existing engine (UE4 can do 2d fairly well, for instance) seems like a better investment of resources. What they're b…
UE4 is overkill for such a game.
The Battle for Wesnoth needs help
91–100 of 155 posts
Re: The Battle for Wesnoth needs help
#92Earlier quoted context omitted.
I've made a litte patch for Wesnoth long time ago. While the codebase wasn't small it didn't really matter that much. There are a lot of things in the game (animation, networking, ui, game logic) that are separated enough that it's not that much of a big code mess like most commercials projects you see. Also the C++ used isn't the monster from under the bed people tell tales of. It's mostly simple OOP/procedural code…
Agreed. Wesnoth's codebase is pretty straightforward, "dumb" C++ (and I mean that as a compliment--smart C++ can get you in trouble really easily). I think most of the bits of it I've wandered through are pretty good examples of how to write C++ for games without killing yourself.
Re: The Battle for Wesnoth needs help
#93I'm not saying that a rewrite is the answer, however.
Re: The Battle for Wesnoth needs help
#94Out of curiosity, I dug for info on you a little bit after reading your comment. Found your Github: https://github.com/rdegges?tab=repositories Two things are clear: 1 - you have time to be prolific in open source 2 - you have significant Python skills Seems like you fit the bill for what Wesnoth needs! Why not step in and help yourself? I don't want to come across as calling you out here - I'm genuinely interested i…
Re: The Battle for Wesnoth needs help
#95Out of curiosity, I dug for info on you a little bit after reading your comment. Found your Github: https://github.com/rdegges?tab=repositories Two things are clear: 1 - you have time to be prolific in open source 2 - you have significant Python skills Seems like you fit the bill for what Wesnoth needs! Why not step in and help yourself? I don't want to come across as calling you out here - I'm genuinely interested i…
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His Github username is also the same as his Hacker News username.
Chill out.
Re: The Battle for Wesnoth needs help
#96I think a lot of these older open source projects have a tough time because they use C++ so extensively. There are plenty of people who "know" C++, but it's not a language many people can be productive in. The argument for using C++ is that it's faster and uses lower memory, but that's not actually true for naive implementations: C++ allows lots of tricks for speed and memory efficiency, but it takes work to make it…
Re: The Battle for Wesnoth needs help
#97Out of curiosity, I dug for info on you a little bit after reading your comment. Found your Github: https://github.com/rdegges?tab=repositories Two things are clear: 1 - you have time to be prolific in open source 2 - you have significant Python skills Seems like you fit the bill for what Wesnoth needs! Why not step in and help yourself? I don't want to come across as calling you out here - I'm genuinely interested i…
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Re: The Battle for Wesnoth needs help
#98Earlier quoted context omitted.
If you build a component yourself and own all the copyright in that component, then the fact that you've contributed it to a GPL project doesn't stop you from using it in your own products as well, or licensing it again to someone else under a different (non-exclusive) license. In fact in this situation you would be better off with Wesnoth as GPL rather than MIT, because that way your closed-source competitors can't…
> In fact in this situation you would be better off with Wesnoth as GPL rather than MIT, because that way your closed-source competitors can't use your component in their games. Ehh, but there's no direct monetary loss. Not many games stay relevant for a decade, so it's likely the commercial competitors will drop support after X years while you can backport their blackbox improvements. That said, I wonder if componen…
Re: The Battle for Wesnoth needs help
#99Earlier quoted context omitted.
Isn't Battle for Wesnoth looking for C++ programmers to maintain their codebase? It's not that I don't have significant programming skills myself, nor that I don't work on side projects, nor even that I don't really like Battle for Wesnoth... I've just sworn off every working on a C++ legacy codebase. So I'm not really sure what I have to contribute to a legacy C++ codebase. Ed: I went back and read, and they're look…
"I'm not interested in that kind of work" is a fair answer, but it seems pretty rude to dismiss it as an ugly hacky legacy code base without reviewing it first.
By near definition, it's ugly hacky legacy code.
That's just the nature of these things.
Re: The Battle for Wesnoth needs help
#100Earlier quoted context omitted.
Seriously, please drop it. Javascript is not used to code games much, C++ is. Javascript is pretty awful performance wise. Also, porting a whole code base to another language at this stage in the game is such a colossal task. Are you even a developer? I'm not sure you realise how infeasible what you're suggesting is.
emscripten would like to have a word with you. Also, Javascript is one of the most heavily optimized dynamic languages in existence, and has orders of magnitude more code and programmers using/written in it, than java, scala, ruby, lua, etc. Rewriting any game in javascript is imho a great idea. (I am a C/C++ game developer with ~25 years of experience.)