Post via forum by datahead <cjj_009@xxxxxxxxxx>:
It should have posted this here:
Sorry for the slow response. I have been very busy for a while.
I think I agree that option 1 (Continue merging “devel” into “feature-sfml-port”, but
discard any changes to the lowlevel files.) makes sense. If someone fixed/enhanced
something low level in devel, those changes would then need to be redone ultimately, if
necessary, in the sfml branch.
I would have assumed changes to high level components such as pip enemy code in devel will
not have to be redone in the sfml branch, correct? If this is is not true, I may consider
only working out of the sfml branch to avoid causing excessive rework. If the SFML branch
cannot run the game, this may effectively nix the option I listed above and basically put
a freeze on adding new features to the game for now, until the SFML port is done.
I think you had said earlier that these changes use some sub-branches. I know they're
at least as complex as Brian Vanderburg's animation changes were, when he was told to
use sub-branches. If no one else will feasibly be able to review your changes, it
probably does not matter, but more sub-branch usage might be good.
I would have suggested not changing features such as the object collision system in this
set of changes. The object collision system should not have to change in order to change
how the game renders; it may have been better to do these changes as a separate effort.
If this has already been done, though, it would not make sense to go back and strip it out
Sent by Chessboard.
Show replies by date