![]() Inexor is a fork of Cube 2: Sauerbraten, which is also licensed under the ZLIB license. The Inexor source code and the Inexor files are provided under the terms of the ZLIB license (very similar to the BSD license). More information about the contributing process can be found here. If you keep communicating what you are doing, take into account feedback and tips from others as well as giving insights into your decision making process, it won't be an issue. To contribute to the project and merge your changes into the master branch you need to convince enough members that the changes are an improvement. The second one is only slightly harder by joining us in Riot.im#inexor, consider the contact page in our wiki for more ways to chat. You have already accomplished the first step by reading this readme. Good tutorials on the whole process needed to build Inexor can be found in its wiki page, which you should read beforehand for saving you some nerves. ![]() it's all chained).Ĭonsequently, our approach in developing Inexor is probably the most profound one in the Cube engine world. working as a team had influences on the whole build structure, that we use CMake, that we use Git and hence had to split the data and code repository and more. You'll probably find more info on the dedicated wiki-sites, in the readme of the particular module and for specific stuff in the documentation.Ī little note on that is that a lot of our decisions are consequences of other ones (e.g. "Design Decisions" ( Design-Decisions Part1, Design-Decisions Part2) giving you a vague idea of our reasoning for some points. If you are a developer familiar with Sauerbraten worrying about the direction we are going check out the posts in our blog called Have a look in our features section and our For more ways to to talk with us check the Contact) page on the wiki.Īnd of course we won't be too proud to rethink this list if you face us with a more thought-through and better developed alternative. However, if you want to influence our development you should join us on Riot.im#inexor. They have already required a lot of thought and discussion, so chances are high that -in case you're not fully convinced by them yet- you will get convinced by working with it. We believe that basing our project on these few points will work out for the best. instead of buggy and slow "reinvent-the-wheel" implementations.heavier use of proven third-party libraries.scaleable and non-blocking resulting in better performance.modularity (makes working as/in a team easier).refractored code to be more modern, scaleable, safe, non-blocking, modular, free.functionality to facilitate content-creating:.(JavaScript + asynchronous + package manager).Giving a general but no inevitably defined idea of where we're going next Our answer to remarks like "things are best like they are" is: standing still means falling behind. Our goal is to make the game as moddable and developer-friendly as possible.Įven though we might have refactored most of the code at some point, Inexor should always feel like Sauerbraten gameplay wise.Ī popular stance among the Sauerbraten community is "that's impossible", and this is what we want to prove wrong. We are open for new people! Where are we headed? Every so often we organise official Mumble meetings to discuss our roadmap and strategies. We are on Riot and Mumble pretty much everyday. Anyone of us is free to work on the particular things they want to.įor this organisation to work properly we rely on good communication. This means we are simply a group of people with different ideas working together without a leader making all the decisions. The goal of this project is to be more flexible and create an environment where development is easy, fast and where creativity can prosper. In contrast to Sauerbraten, Inexor adds a lot of functionality and strives to stay open to improvements and suggestions. Inexor is a fork of the open-source First-Person-Shooter Cube 2: Sauerbraten, a fast-paced shooting game featuring an ingame map editor.
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