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STUDY BY FILES: THE DIRECTORIES & THEIR ROLE
So you installed the source code and wonder why there are so much directories in it ?
This section will try to explain the game architecture through it's probable conception. As a mentioned before, it's just my interpretation of the source code: nothing is official here, so if something bother you, just tell me why. Every idea, error notification & suggestion is welcomed.
1) Clues on the source code
I based my little study on these facts:
- first, when this kind of project is created, the different operating systems must be taken in considerations; that's why the sources are splitted in 2 main parts: an operating system dependent & independent one. In AvP, O.S. dependent directories are called "win95".
- second thing, when development teams make games, they try to re-use source codes from other products, to get benefits in development costs; that's why there are an "avp" directory appart other ones (some files & functions of this game were previously used in Headhunter & Rainbow 6 products...)
2) The directories
With this in mind (and a bit of the source code knowledge) we can have an idea on the directories role. Here's my interpretations (and my questions !):
- 3dc\
| | stands for what ? "3D code" ? "3D components" ? Contains various shape-based functions... |
- 3dc\avp\
| | the AvP general components: mainly HUD & gameplay |
- 3dc\avp\shapes\
| | AvP precompiled shapes ? Only one cube present in the release... |
- 3dc\avp\support\
| | AvP utilities: Daemons & character strings |
- 3dc\avp\win95\
| | AvP specific components: HUD, gameplay, resources management |
- 3dc\avp\win95\Frontend\
| | AvP menus & profiles management |
- 3dc\avp\win95\gadgets\
| | AvP HUD & console utils: Gadgets |
- 3dc\include\
| | contains various 3D headers |
- 3dc\win95\
| | the application core, codecs, textures management |
For an explanation on the different words used here, I suggest you to see the "The main topics of AvP" and the "The concepts in AvP" sections
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