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  • #16
    Originally posted by Thetargos View Post
    The real problem starts at the coding of the original application, and not having portability in mind. That is what hinders all ulterior efforts for porting.
    Got it in one.

    Unless you duplicate the Windows environment, with most of the issues with it- you have an increasing effort with each step away from something like WINE or Winelib that you go from that.

    And it's the bulk of the work- not the tail end of it. It may comprise only 20-30% of the code- but it typically consumes 80% of your time doing it because the conversion from Direct3D to OpenGL is typically straightforward to those familiar with both APIs, but the stuff that you end up with from Visual C++'s encouragement of some very, very bad coding practices and design methodologies ends up consuming most of the time doing. It's easier to write BAD code that mostly works than it is to write solid code that works cleanly all the time. It's not much harder, mind, but many of the developers are seriously pressed for time because of unrealistic deadlines all the time. If it takes 10% longer to write it the right way instead of the half-assed, should work most of the time way- the half-assed way will get done every time.'ll get fixed on the next patch set anyhow, right?


    • #17
      That's what happens when you have to deal with a half-baked compiler and development suite like Visual Studio. Sure, it will allow you to produce nice, clean, well thought through code, but it will also allow for aberrational code to be built, and worst, run. The time constraints are a very real impediment to get good code done, but in that even Microsoft's tools have caused many developers to shoot themselves in the foot, as allowing for slacker code to be built, has also been one of the reasons why there aren't many DirectX 10 games out. AFAIK, DirectX 10 based applications have to be much more cleanly coded and built in order for them to work reasonably well on a another half-backed platform like Vista.

      At any rate, the point is the same, it poses quite a problem on porters to work with bad code and get it right (from what I also understand, some people also complain that even with full source access to the original code for the port work, more often than not it is very badly documented if at all, not to mention not very well commented). That is a problem in itself, as has the porter developers trying to find out what a certain part of the code is there to begin with, which more often than not, leads to building the original code with debug symbols, run it through a debugger to try and understand [i]what{/i] that code actually does.


      • #18
        Really, is visual studio that lousy of a product? I thought that MSVC was microsoft's only good product line. Which other IDE/compiler would you consider to be good.


        • #19
          Is not that it is bad as such. But it does allow for aberrant code to be built, and won't even attempt to warn you. It also has a tendency to "do a lot of stuff" for you, in such a way that is not exactly the best, but many developers have become used to its templates. Obviously, these templates are Windows-centric only (what would you expect from Microsoft product?), which in turn gets in the way of portable code. Not to mention that even if it fully supports ISO and ANSI C/C++ notation, it doesn't encourage it.