Raydium 3D Game Engine

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PostPosted: Sun May 25, 2008 11:59 am 
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Joined: Thu Sep 29, 2005 2:59 pm
Posts: 828
Explanation about the new commit.

By default no application will suffer a change, so don't worry.
However you can put this line in your_configuration.config file:
Code:
paths="foldered"                        #data can be foldered into "data" folders and its subfolders
(the comment is not needed)

In this way you can create a new folder in your app. That folder has to be called "data".
Inside it you can create subfolders called textures, fonts, shaders, meshes, themes, particles, cams, sprites with the proper media/data inside them.
So the folder structure will be as:
Code:
app_folder/
   ...
   data/
      textures/ (tga files)
      fonts/ (font tga files)
      shaders/ (vert and frag files)
      meshes/ (tri files)
      themes/ (gui files)
      particles/ (prt files)
      cams/ (cam files)
      sprites/ (sprite files)
   ...


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PostPosted: Fri Aug 15, 2008 10:45 pm 
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Joined: Sun Mar 16, 2003 2:53 am
Posts: 2591
Location: gnniiiii (Scrat)
My memory may be faulty, but as far as I can remember we've already talked about that : comments in parsed files must be "//" and not "# " ! (see doc: 40.1)

It's currently working only because you're lucky :)
For instance, #toto=1 will allow the user to search the value of "#toto" variable ... and to find it !

It's important to change quiet quickly this in the documentation of "raydium_init_load()" and in the function itself (when generating the file if not already here). And as we talked about that, I personally prefer comments like this

Code:
// this is a comment
this_is="data";


to this :

Code:
this_is="data"                 # this is a comment


But it's only my opinion ;)


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PostPosted: Sat Aug 16, 2008 12:28 am 
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ok, added to my todo list


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PostPosted: Sat Aug 16, 2008 12:49 pm 
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Joined: Thu Sep 29, 2005 2:59 pm
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done


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