Comments (1)
Interesting question, and thank you for the kind words, but you might end up disappointed.
These commits only served the following:
- I wanted the project I spent so much time working on to still build
- I wanted to learn how to build game-type things with Bazel
- being able to
bazel build //:yatc
and get a working client out made me happy
- being able to
- I wanted to have an easily rebuildable SDL1.2
- so I can try to triage why locking an SDL surface, colorizing it, and then unlocking it before uploading it to OpenGL backend was crashing on SDL_UnlockSurface() call
- which was my pet peeve since the days we first had the OpenGL backend working and casting a nice lightmap
- so I can try to triage why locking an SDL surface, colorizing it, and then unlocking it before uploading it to OpenGL backend was crashing on SDL_UnlockSurface() call
- I wanted to review how the server-sent protocol and the file formats work, and investigate fiddling with them in Go, so I needed a working deeply-inspectable client
While I haven't managed to fix the SDL bug, I have triaged it. All three goals being achieved, I don't plan on working on this further.
I have not worked on YATC to continue adding features, nor to update it to talk newer protocols (nor to add older protocol support). And as of Apr 2020, I still have no plans to extend it beyond the state in which it's in. And I also have no plans working on the Go codebase further.
I don't use this client anywhere and don't plan on promoting it.
While I will still review pull requests or answer reasonable questions, I won't be implementing new things in it or be using it. I don't find this codebase particularly maintainable anymore, nor a good base for implementing anything other than an SDL1.2-based client talking certain Tibia protocols with some OTserv servers.
from yatc.
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from yatc.