Thread: Managing Game-Engine Code

  1. #1
    For Narnia! Sentral's Avatar
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    Managing Game-Engine Code

    What's the best way to manage such a thing!? Is their any type of hierarchy or structure the code should follow? Such as, how should the code be split-up, a seperate folder for each section of the engine (Audio, Network, etc.). When developing an engine, what is the best way to keep track of all the header files, and .cpp's, I hear CVS or SVN is good, is this true? Finally, what is the best way to release an engine (Freeware) to the public? Thankyyyyyy!

  2. #2
    Cat without Hat CornedBee's Avatar
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    I can't help you about the code organization, but I can clear up a misconception.

    CVS and SVN are source control systems. They help you keep track of the changes done over time to your source base, they allow you to go back to old versions of the source, they allow you to make cheap snapshots of the source, they help collaboration of several people. They do not help you organize your code.
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
    - Flon's Law

  3. #3
    For Narnia! Sentral's Avatar
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    But wouldn't that be a good thing? Code will change over the course of development, and an easy way to update will be good. I only want to use CVS or SVN because I want a backup of all my files, since I occasionally delete stuff in my folders and stuff. So would it make a good backup source?

  4. #4
    Cat without Hat CornedBee's Avatar
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    Yes, using SVN is a very good idea. (Of course, you should regularly backup your repositories.)

    I'm just saying that it doesn't help you organize your code into good blocks.
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
    - Flon's Law

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