POV-Ray : Newsgroups : povray.off-topic : What's in an IDE? : Re: What's in an IDE? Server Time
4 Sep 2024 17:21:19 EDT (-0400)
  Re: What's in an IDE?  
From: Invisible
Date: 2 Mar 2010 05:55:42
Message: <4b8ceeae@news.povray.org>
scott wrote:
>> For example, both JBuilder and VS put the opening bracket of a 
>> function on the same line as the function declaration, rather than on 
>> the next line where it belongs.
> 
> In VS Express (the free one):
> 
> Options -> Text Editor -> (Language) -> Formatting -> New Lines -> 
> "Place open brace on new line for xxxx" where (xxx) is a number of 
> different options.  Feel free to tick all these (actually they seem to 
> all be ticked by default, it's the style I prefer too).

When I looked at this stuff, there were 3 different options you could 
select. I tried all three, and none of them did what I want. (Curiosly, 
there didn't seem to be an option for "disable all autoformatting and 
just let me do it by hand".)

> Why don't you just spend 5 minutes setting the options to your preference?

As I say, when I tried it there wasn't much you could adjust.

>> Maybe it's because I've never written any of these things, but I can't 
>> imagine what (for example) two games would have in common. (And hence, 
>> what you'd put into a template.)
> 
> Err, the headers and namespaces for graphics, audio and input libraries, 
> build processors set up for graphics files, meshes, sound files etc, a 
> game loop with empty functions for you to add your game logic and 
> graphics code, pre-existing code for initialising the graphics API and 
> painting the updates into the window each frame, a framework for adding 
> "components" to your game that can be easily enabled/disabled and 
> automatically called/rendered, etc.

Now, to me, that sounds like it's just going to build a bunch of 
boilerplate code for how the designers invesage a game would be 
structured, and if you want your game structured a different way you're 
going to have to waste time deleting the template stuff and rewritting 
it the way you want it.

Similarly, I obviously haven't written many games (currently at zero and 
counting), but I would have hoped that "initialising the system" would 
already be a fairly painless task. (Isn't this what we have libraries for?)

I'm not quite sure what "build processors set up for graphics files, 
mashes, sound files etc" is supposed to mean.

> Just download VC# and XNA and ask it to make a new "Game" project - 
> there's a lot of useful common stuff in there that makes your job way 
> easier.

Well, yeah, there is always that. (Although not understanding C#, 
presumably none of it will make sense anyway...)


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