documenting - Videogames Blogs

documenting



My colleagues brought me from the habit of explaining lots of things through comments into the habit of writing almost no comments in my code. Explaining a lot came from my 386 assembly years, where I'd have to write code that does the desired processing on the one side, and carefully detailed what I was trying to achieve in the comments section.

The new fashion is to go from
sprtrsp(spr1, spr2); // make the sprite more transparent
into
makeSpriteTransparent(newSprite, oldSprite);

As I'm applying this over the QuickGo class to better see whether I can structure that code better, I still stumble upon code chunks that remain pretty obscure. Why the hell am I doing those computation on the map size " and why the test with those * 4 multiplications "
Hopefully, seeing the widget in action with up to 4 slices of the 'School Rush' level made me understand myself again.

When I want to fit a large stripe of level or a tileset into something that's closer to a square, I tend to cut it in two and put the halves above one another. If that isn't enough yet, I repeat the process. In each step, I exactly halve the largest dimension but double the other. It only makes sense to do so if I'm going closer to a square by doing so, that is if width/2 >= height * 2 when the image was currently wider than high. That exactly converts to width >= height * 4.

When that condition is false, I could still keep processing it further, but by doing so, I'd make the picture less read...

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Final Fantasy XV Pack d'extension muti « Frères d?armes » - Trailer TGS 2017 | 31 octobre | PS4

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