Re: [AD] future.html on the website |
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- To: Coordination of admins/developers of the game programming library Allegro <alleg-developers@xxxxxxxxxx>
- Subject: Re: [AD] future.html on the website
- From: Evert Glebbeek <eglebbk@xxxxxxxxxx>
- Date: Tue, 23 Oct 2007 12:12:16 +0200
It's just a lot of work.
Well, sure. Never assumed it'd not involve work!
Currently, we have a compatibility layer
where all A4 calls render to a special memory buffer, and then that
buffer updates to the screen - that defeats the purpose though as it
is inherently slower than just using A4 directly.
True, but it doesn't have to be perfect. In my mind, the first
purpose of the compatibility layer is to compile existing code. It
doesn't need to take full advantage of the new capabilities in the
first release.
There even need not be any guarentee that a function call that
succeeds in Allegro 4 needs to succeed in vanilla 5.0 (split_screen
(), scroll_screen() or whatever they're called being prime examples
of somewhat obsolete functions that could just fail and that probably
no one will miss anyway).
maybe config APIs and not spend time on compatibility. After that, we
basically have A5 (Trent already wrote two A5 games, so things do look
good) - and I wouldn't want to delay the official A5 release by a year
or so just to get the compatibility layer in.
Well, no, it shouldn't take a year, no. But I do think it would be
good to have the compatibility layer in the release labelled as
'5.0'. Even after 'A5' is basically done we'd have to go through a
sequence of WIP/beta/RC.
Evert