@jfk: if we are all contributing to the same project we can probbably coordinate the module naming.
I just would hate to have to work with:
baudspeed_functionx()
We need to have what module that the function etc. belongs to. Perhapse something like:
MODULE_DEVELOPERINITIALS_FUNCTION()
this would produce
* PHYSICS_JFK_Update()
* GUI_JFK_Update()
* PLAYERS_JFK_Update()
* BOT_JFK_Update()
rather than
* JFK_Update() or at least we could use
* JFK_Physics_Update().
I very much doubt that if we are collaborating on the modules as well that we will build more than 1 physics module for the comunity. it would be kind of redundant to work on more than one.
Can you see what i am getting at with the fact that the modules really wont be implemented togeather? I wouldnt want to see a game that used two (or possibly more *shudder* )entirely different physics or gui engines because only a few items of each were usefull.
I do agree however that we may want to keep them unique.
How about a compromise with:
MODULE_INITIALS_FUNCTION()
This would produce:
CLOCKTICK_SYS_Update()
PHYSICS_JFK_Update()
GUI_BAUD_Update()
BOT_TOD_Update()
I just would hate to have to work with:
baudspeed_functionx()
We need to have what module that the function etc. belongs to. Perhapse something like:
MODULE_DEVELOPERINITIALS_FUNCTION()
this would produce
* PHYSICS_JFK_Update()
* GUI_JFK_Update()
* PLAYERS_JFK_Update()
* BOT_JFK_Update()
rather than
* JFK_Update() or at least we could use
* JFK_Physics_Update().
I very much doubt that if we are collaborating on the modules as well that we will build more than 1 physics module for the comunity. it would be kind of redundant to work on more than one.
Can you see what i am getting at with the fact that the modules really wont be implemented togeather? I wouldnt want to see a game that used two (or possibly more *shudder* )entirely different physics or gui engines because only a few items of each were usefull.
I do agree however that we may want to keep them unique.
How about a compromise with:
MODULE_INITIALS_FUNCTION()
This would produce:
CLOCKTICK_SYS_Update()
PHYSICS_JFK_Update()
GUI_BAUD_Update()
BOT_TOD_Update()