On 2/3/06, Sebastien Marchal <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I have been following that thread, and I have an opinion.
> It is true that CS is missing tutorial, ... But I thinck the 'entry
> level effort'

I'm working on adding more tutorials to the basic manual right now.
Yesterday I also did some effort to update the documentation. For
example, the landscape engine is now explained, the sound manual has
been updated to the new sound system, and a few other changes.

> to get something running is still a little bit high. My opinion is a
> hobbyist expect
> to see some pre-compiled stuff for that kind of system.
> For instance, if I go to the Ogre site, the first thing I see is that
> I can download a pre-compiled SDK for visual C++ 8.0 of Ogre. The
> 'oopsla' needed
> to compile CS is a step back for a hobyist that as the choice. Took me 2
> days to compile
> even though I did it plenty of time before (I switched from cygwin to
> VC 8). And this is CS only, not CEL. Then, what is the correct entry point ?
> CEL or CS ? My guess is CEL, then it is even more difficult (2 things to
> compile ... I still have to do CEL).

Ok, seems that this is an important point to consider. I guess it is
something we will have to work on.


> Then who agrees that the virtual file system is a little bit obfuscated
> ? It is tough for someone
> to stumble on the simplest thing he believes he knows: file paths.

How would you propose to simplify this? We can't get rid of it as it
is the main way to get platform abstraction and also allow people to
read from archives directly.

Greetings,

--
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649


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