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Rachael wrote:That happened in the renderer as well - a lot of parts which dpJudas revamped already in QZDoom.
Rachael wrote:I think the problem also has a lot to do with the age of the project - inevitably, when you keep piling stuff on you have to do cleanups eventually.
dpJudas wrote:Absolutely. But I think part of the problem has also been that even the initial version of Doom used a very classic 90's "let's pass information via global static variables" design. It made sense in the low memory days as you had to rely on so many static arrays as your way to manage memory. Unfortunately that approach doesn't scale very well.
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