A FFVII PC Mod

  • Thread starter Thread starter Lone Lobo
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Yeah, but we already have an engine that works; why discard it (even in part) for another one? By the time I'd totally learnt my way around Crystal, I could've spent the same amount of time to pretty much finish off my own engine. It doesn't contain much platform specific code, either; if I had a Linux box, I could probably port the engine to Linux in a matter of hours. The only external libraries the Remake engine uses are OpenGL for graphics, and FMOD for sound, both of which are very cross-platform. Internally, it uses Borland's RTL for most stuff, which is directly available on Linux; and Free Pascal have an equivalent set of code, the FCL, for most other platforms worth considering.

If we were starting the project *now* then an existing engine would be worth considering; but I'm still not convinced we'd want to use one. The point about the Remake engine is that the majority of the hard code is stuff that's very FF7 specific, so using an existing engine isn't going to help you; you might as well code your own for exactly the needs you have. Especially given the learning factor: learning how to use an existing engine takes time. If most of the things you need to do aren't going to be solved by it, then you're gaining very little benefit from it.

In addition, of course, Crystal is in C++, which is an immediate negative point from my point of view; I can code in C++, but I prefer not to given a choice.

'sides, like I said, the problems facing us at the moment aren't really to do with the engine. Of course, I'm in no position to criticise wrt lack of time; my finals at university start next month, so I can't work on the project either. But the programming side of it is not really an issue at the moment.
 
Well C++ is a tool Fice..
It's neither good nor evil.

C++ definately has some anoying problems to deal with.

Polymorphism sucks if you are writting embeded code.

Static objects are difficult to control which is instantiated first requiring a forced (IE non portable) method to set the instantiation so that you don't have 'free radicals' or objects instantiating themselves that rely on other objects that haven't been instantiated. <- HUGH FRICKING PROBLEM.

For embeded programing EVERYTHING is a static object, that makes C++ a real PITA.

I've been playing with GBA programing, and I'm doing a port of a well known and understood and ported game engine as my first serious project for it.  It's all in C (which is also a pain too), seems to be coming along.

As for the problems being programing, Yep Fice that's the real thing, very few problems in the world are technical! :)


Cyb
 
Oh yeah, I'm not calling it EVIL per se. I just don't like it. There are some circumstances in which C++ is the best tool, period, and you really should be using it ... I just think a lot of time, that isn't the case - especially not for me; as well as the technical problems with it, I personally dislike its syntax.

As for the problems being programing, Yep Fice that's the real thing, very few problems in the world are technical!  

Well, yeah. Programming is an "understood" problem. If you need to do something, either it's possible (in which case, 99% of the time somebody else on the internet has done it already and can maybe give you a tutorial/some tips), or it's not (in which case you don't need to worry about it: there's nothing you can do). And usually, you can sort it out ONE way or other within a week or two; you just need to take the time. It's non-programming problems that really kill things...
 
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