GLFighters Source Code
Been googling around for the GLFighters source code, and can't seem to turn anything up. I dug up FreakSoftware's unofficial resources link, but the page seems to be missing, and I didn't see any further information regarding said page.
Does anyone have a copy laying around?
Does anyone have a copy laying around?
Oops. Fixed.
http://www.freaksw.com/idevgames
I'm still missing a lot of uDG code and binaries, but I think some of it is uncategorized in Example Code. I see GLFighters in there, but don't know if it's the source or a binary.
http://www.freaksw.com/idevgames
I'm still missing a lot of uDG code and binaries, but I think some of it is uncategorized in Example Code. I see GLFighters in there, but don't know if it's the source or a binary.
Hmm... GLFighters.zip seems to be the source, but the only source files seem to be Alerts.cpp and AGL_DSp.cpp. No game source code. I'll do a bit of looking around and see what's up.
Thanks for the link.
Thanks for the link.
Epic thread revival: I found a copy of the source code for GLFighters lying around on my hard drive, and have uploaded it here.
Since when was "Fred" a placeholder variable?
Heh, the urge to bury myself in outdated code that I have no hope of understanding has passed for the time being, but thanks a bunch! I will put this on file and take a look into it when the urge comes again(like, tomorrow?)
[chuckle] ten thousand lines in one file... I can't follow it real easy either Hairball, so don't feel too bad. 
I simply cannot navigate a source file of more than about 1500 lines at a time in Xcode. 3k at the very most. It just takes too long to jump around and follow things. Wouldn't be so much of a problem, but Xcode's editor is just way too frustrating to use with large files. Judging by the .mcp files, this was a codewarrior project, so perhaps it would've been easier to manage back in the day.
The hard-coded immediate mode models file is kind of interesting too.

I simply cannot navigate a source file of more than about 1500 lines at a time in Xcode. 3k at the very most. It just takes too long to jump around and follow things. Wouldn't be so much of a problem, but Xcode's editor is just way too frustrating to use with large files. Judging by the .mcp files, this was a codewarrior project, so perhaps it would've been easier to manage back in the day.
The hard-coded immediate mode models file is kind of interesting too.
What I don't get is where the .h files are...
But yeah - 10,000 lines of code...
Code:
#include "Common Functions.h"
#include "Game State.h"
#include "File I/O.h"
#include "Journal.h"
#include "Trek Window.h"
#include "Main.h"
#include "Scores Window.h"
#include "App Modal Dialog.h"
#include "Menus.h"But yeah - 10,000 lines of code...
Doesn't look like File I/O.h is even referenced from any of the other files, so those includes might not even be used.
The code is pretty old for the most part, and uses a lot of older technologies and older GL techniques. It looks pretty well-written for the most part, but I'd say you'd probably be better off looking for some newer code to use as a learning reference.
The code is pretty old for the most part, and uses a lot of older technologies and older GL techniques. It looks pretty well-written for the most part, but I'd say you'd probably be better off looking for some newer code to use as a learning reference.

