Cmake - ya just time how long it takes to figure out how to set prefix and destdir
Scons - impossible to pass custom PKG_CONFIG_PATH etc to the build. Also really hard to set prefix, destdir, etc. Also python, ewww.
Oh and if something breaks, it's a load harder to fix in the above two than in autotools.
Software doesn't come with an expiry date. The wheel, -9th century tech, still works great.
The gameplay is probably most similar to Unreal Tournament, but with much faster physics. The physics are similar to Quake II, with some changes, such as dodging, and a few tweaks(as well as bugfixes over Q2). The weapons are definitely different from either Q3 or UT, though you do have a rocket launcher, chaingun, and railgun-like weapon(I think every single deathmatch FPS has these). There are weapons like the smartgun(sort of a grenade launcher that can electrocute), beamgun(rapid firing beam weapon), flamethrower, and vaporizer(slow firing/warmup monstrosity), that you won't find anything really similar to in Q3 or UT. Health system is near identical to Q3, but there is a UT like reward system. Overall the weapons are a little more powerful than either game, resulting in very rapid gameplay and scoring.
The engine has received a lot of our attention over the last two years, with many aspects being completely(and some still in the process) of being rewritten. We've changed primary model formats, rendered most everything using GLSL, added ragdoll physics, added a realistic and all encompassing shadowing system, rewritten the sound system, as well as made some very major optimizations along the way. As much as things had changed from the 2004-2007 version to 2008, it's changed even more from the 2008 to 2011 versions. It's an ongoing process though, and at the moment we are writing a completely new GUI. I'd post a roadmap, but we like to keep these things a bit secret until we are sure they can be accomplished by our team. I recall one criticism was that we don't develop tools for people to create media, but all one needs to create media for the engine is Blender, Radiant, and Gimp. All excellent, and free programs.
The best part about the engine though is that it's still very scaleable to older hardware. Any GL 1.5 or higher capable chip should be able to run the game with lower settings enabled.
That game just keeps getting better
Although you now get no precomplied binary, the instructions make the whole thing a breeze.
Alien Arena is legendary game. It has most heavy graphics from all opensource/freeware games at the moment. And its very beautiful, although too much alien )). On 4770/w opensource radeon driver, fullhd@32, Openarena gives me 60 fps. Alienarena with 15 is unplayable, so heavy it is. But when you use polished drivers(like proprietary nvidia, I had before, in gt9800 times) it was very fast and playable.
-DCMAKE_INSTALL_PREFIX=<foo>Cmake - ya just time how long it takes to figure out how to set prefix and destdir
Not hard... This isn't to say that CMake's the answer for things- but it seems that it's a better one than many. And I'll challenge you to cobble together a CMake set over an autotools one for a new project. I've tried to do autotools setups- and fix them when they're broken. CMake actually seemed easier for my circumstances.
The python part's no different than m4/bash that autotools uses... I will give you the others, though- Scons is of somewhat limited usefulness if you're doing something "fancy". For that, CMake or autotools is better.Scons - impossible to pass custom PKG_CONFIG_PATH etc to the build. Also really hard to set prefix, destdir, etc. Also python, ewww.
That's familiarity. autotools is a baroque answer to a problem that's just simply less screwy than imake was. More to the point, autotools is really only Linux/POSIX centric. It doesn't do well outside of that- and sadly, you DO have to deal with Windows for some things... (We won't get into the fact that autotools is two kludges on top of ./configure that were done to compensate for ./configure and Makefile deficiencies...)Oh and if something breaks, it's a load harder to fix in the above two than in autotools.
CMake and Scons are not replacing/reinventing the wheel as your analogy implies, but more akin to the refinements we see with wheels such as you see on most cars or motorcycles.