Hey Dalai, It's not directly a project list. More a list of things I miss inside the game engine.
Downsides of C++11… Probably the worst downside is compiler support for it. With GCC 4.7 / 4.8 and Clang 3.3 you probably won't have a problem. But MS Visual Studio is again far behind :-(. Here is a little comparison: http://cpprocks.com/a-comparison-of-c11-language-support-in-vs2012-g-4-7-and-clang-3-1/ http://cpprocks.com/c11-compiler-support-shootout-visual-studio-gcc-clang-intel/ C++11 is fully backwards compatible. Just your code might not be as clear as it should be ;-) http://stackoverflow.com/questions/4326045/is-new-c-backward-compatible In my Blender branch I used C++11 features and had no real problems so far. In the beginning I had to fix some lines the compiler otherwise would have seen as string literal operators: http://blenderartists.org/forum/showthread.php?283156-Fix-Compiling-BGE-with-C-11-option-gives-errors You are right. Most C code in the game engine is glue to Blender. But sometimes I find things like assert.h, float.h, math.h, stddef.h, stdlib.h, stdio.h, malloc, free… Trying to figure out where the game engine starts drove me through a lot of C - that scared me - and lead to the impression, that there is more in the GE. But it looks quite clear. (I thought that Blender would be total C++ …). Hi Mitchell, MSVC 2008 sounds really bad. I guess that means no C++11. Too bad. In the code I already modified I used things like: auto,shared_ptr, for, move, array, nullptr, constexpr - just to name some. Thanks for your answers! Cheers! Manuel Bellersen 2013/3/27 Dalai Felinto <[email protected]> > Hi Manuel, > I need to re-visit your post to read it more through, but interesting > initiative. For some of your projects you may want to drop on irc > #bgecoders (or even #blendercoders) channel to bounce ideas before getting > down to code. Mainly to smooth out future merges. > > Now to your topic: > Could you elaborate on the downsides of using C++11? (backward > incompatibility? Lack of compilers? ) > And the problems of mixing it up with the existent C++ code. > > Also BGE shouldn't have C code. As far as I can think of, the only part in > C are the dependencies coming from Blender or code for the embedded BGE. > > Cheers, > Dalai > On Mar 27, 2013 7:52 AM, "Manuel Bellersen" <[email protected]> > wrote: > > > Hey there! > > > > I just got in contact with coding Blender, especially the internal game > > engine. > > (Here is my personal branch https://bitbucket.org/Urfoex/blender/ > > and a little write-up: > > > http://urfoex.blogspot.com/2013/03/bge-qt5-coding-blender-game-engine.html > ) > > > > I like to code using the new features of C++11. > > But currently Blender isn't using C++11 anywhere. > > (I think it is kind of funny because it uses Python 3.3 that came out > > 29.09.2012 > > but doesn't use C++11 which showed up already a year earlier on > > 12.08.2011.) > > > > So the question is: > > Can I contribute code written using C++11 features? > > Or am I forced to do the C & C++ mix I found (and fear)? > > > > > > Best regards, > > Manuel Bellersen > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
