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  1. #1
    The Time-Loop Continues ZC Developer
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    Quote Originally Posted by Tamamo View Post
    Speaking of which @ZoriaRPG I'm planning on rewriting weapons next month to make it less of a mess. I'm going to add inheritance. In otherwards their will now be a class for each weapon type. Their might be some Parser changes so I'll get together with you on that later on.
    The problem with the complexity of ZC isn't actually because some things are hidden behind layers of needless abstractions or shitty virtual functions, or, other things are just plain data where runaway procedures are free to alter anything and everything they feel like. The problem is more because of state. ZC is a ginormous twisted mass of wires and circuits that breaths fire on elephants and then eats their burning flesh before laughing at you and then exploding. Simply put, everything is already doing too much. Whether you have a switch or a vtable it's not going to change much. More abstractions never actually solve any real problems, they simply abstract them further, making them even harder to deal with later. I would argue that any reasonable improvement to a problem of 'too much' (state, bloat, special cases, years of bug-fixes, etc) is simply less code, not more. Sounds simple, but it took me years to figure it out.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  2. #2
    Here lies mero. Died by his own dumbassitude.
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    Quote Originally Posted by Gleeok View Post
    The problem with the complexity of ZC isn't actually because some things are hidden behind layers of needless abstractions or shitty virtual functions, or, other things are just plain data where runaway procedures are free to alter anything and everything they feel like. The problem is more because of state. ZC is a ginormous twisted mass of wires and circuits that breaths fire on elephants and then eats their burning flesh before laughing at you and then exploding. Simply put, everything is already doing too much. Whether you have a switch or a vtable it's not going to change much. More abstractions never actually solve any real problems, they simply abstract them further, making them even harder to deal with later. I would argue that any reasonable improvement to a problem of 'too much' (state, bloat, special cases, years of bug-fixes, etc) is simply less code, not more. Sounds simple, but it took me years to figure it out.
    You're going to like this Gleeok, trust me. Something needs to be done with that convoluted mess. And it matches Saffith's goal on making the codebase more manageable. So everyone wins.
    Last edited by Tamamo; 06-23-2016 at 08:41 AM.

  3. #3
    The Timelord
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    Quote Originally Posted by Tamamo View Post
    You're going to like this Gleeok, trust me. Something needs to be done with that convoluted mess. And it matches Saffith's goal on making the codebase more manageable. So everyone wins.
    One thing to note, is that even if it doesn;t make the cut for 2.,5x, or 2.6x, or even 3.x, you can always make a custom fork that uses it, and if people like it, or want it in a main version, we can add it. This is the type of thing, that I'd want user opinions on, before committing it, anyhow; and of course, I'd need to know how it will change the interface (ZScript instructions) for handling the objects. If it's transparent to the user, and only adds options for them, that would be fantastic.
    @Gleeok : Ypu forgot, that it explodes into inverted butterflies, made of smoggy rainbows.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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