OpenTechEngine / OpenTechBFG

Engine based on (RB) Doom 3 BFG aiming to allow the creation of standalone games
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file hierarchy #11

Closed kortemik closed 9 years ago

kortemik commented 9 years ago

1) it would be bit more clear if the build tools were not under OpenTechBFG/neo/, rather under OpenTechBFG/tools/ or directly at project root and source indentation tools under OpenTechBFG/tools 2) it would make sense also for the neo/libs to locate under OpenTechBFG/libs 3) neo could be named src but then again it would be harder to track changes from rbdoom-3-bfg so we should keep at neo?

BielBdeLuna commented 9 years ago

I think we better keep all those directories where they currently are, so we can benefit from changes from RBDoom.

kortemik commented 9 years ago

But libs rarely change, our jpeg lib is different than where we forked from and the tools should be very rarely changing too..

It would leave us with proper source tree, and I'd stick with neo for it's name

BielBdeLuna commented 9 years ago

my intention is to someday heavily change the tools, specially dmap and aas. do we loose conection from RBDoom? does it benefit us?

where is the the JPEG library used? I though it was for the Radiant editor.

kortemik commented 9 years ago

ah I meant build-tools like those cmake-scripts, premake, etc. the tools tools, like dmap and aas should stay in the tools directory they are now in.

breaking compatibility to easily migrate changes is no problem if it brings us some additional value :dart:

if i am not fully wrong it's used for textures as well as is the png library