I've been spending the last two months working on a small framework, while at work I've entirely rewritten the scene import system.
The import system was implemented from scratch without any kind of design and it got bigger and bigger as new features were added. In the end I found myself with a couple of huge classes, 400+ KBytes of code and mem leaks all around. WOW.
When I had to modify something I felt disgusted everytime I opened those dirty files. Of course to cleanly extend the import system was nearly impossible, you could only add more crap to it. Of course the system was supposed to be an emergency fix, but it stayed there for too much time. IMHO there were a couple of good ideas, but it was impossible to take advantage of them as everything which was implemented around was nothing but a huge mess. BTW the new import system is running and performs well: faster, cleaner, powerful, extendable and without mem leaks.
As for the framework, it works but some parts are still missing. I'm planning to start updating this blog more often, and write a serie of posts about the making of the framework.
Thinking about the last two months, it wasn't a good time, as it's awful to write 900KB of code without seeing anything exciting on the lcd panel.
I hope the fun part is going to start asap.
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