Showing posts from November, 2010

Post Holiday Update

The port to Visual studio went pretty well. I have yet to go through and setup the release build though so debug is all I have. Which at this point is fine because everything is broken pretty good so I won't be posting an actually update anytime soon. As an example the in game browser isn't getting events for some reason and I'm in the process of overhauling the terrain/map code (still). And for some reason the client crashes when I close a window containing a browser or just shutdown.

But that is how the cookie crumbles bugs are just part of the process when your building something that has irreducible complexity because you have to create stub code to fill in until that section is implemented IMHO.

Visual Studio

Thus far in enigma I have been using code::blocks as my IDE and while it is the best cross-platform IDE I have used it still doesn't work as well as Visual Studio. So I have gone over to the dark side and started porting the project files to Visual Studio. Several other programs like code::blocks will import Visual Studio files so at that point there is very little reason for me to worry about using a cross-platform tool.

I'm already starting to see warnings that may actually be bugs in my code so this could end up improving the code base over all. Now those of you worried about Linux & Mac support. Don't worry code::blocks doesn't work so great on Mac so I'm planning on using xcode which I believe can import visual studio projects. code::blocks will likely still be used on Linux unless I find something better that imports visual studio files.

In addition I'm also switching over to ".dll" files for EnigmaCommon, EnigmaVideo, EnigmaVideo, and EnigmaB…