Trying to organize SDL Quake's mess

Discuss programming topics for the various GPL'd game engine sources.
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JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Trying to organize SDL Quake's mess

Post by JasonX »

So, i'm trying to get SDL Quake organized, by removing unused and obsolete code. Based on the popular SDL Quake codebase, which of those files are safe to remove? vid_win.c, snd_dma.c, etc. They all seem useless since SDL was implemented. Or am i wrong?
szo
Posts: 132
Joined: Mon Dec 06, 2010 4:42 pm

Re: Trying to organize SDL Quake's mess

Post by szo »

JasonX wrote:So, i'm trying to get SDL Quake organized, by removing unused and obsolete code. Based on the popular SDL Quake codebase, which of those files are safe to remove? vid_win.c, snd_dma.c, etc. They all seem useless since SDL was implemented. Or am i wrong?
Labeling something as a 'mess' requires you to have at least a basic understanding of what it is and that you are asking whether snd_dma.c can be removed from it proves that you actually don't. Did you even try to compile it by removing it? snd_dma.c is the main snd module so no, you aren't supposed to remove it. (Speaking of sound code in it, SDLQuake has a seriously buggy snd_sdl module which will make the engine to occasionally Sys_Error().)
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