Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: dp310@earthlink.net (Brian Gilman) Newsgroups: scea.yaroze.beginners Subject: A few requests Date: Tue, 13 May 1997 05:29:39 -0700 Organization: SCEA Net Yaroze News Lines: 27 Message-ID: NNTP-Posting-Host: pool052-max5.la-ca-us.dialup.earthlink.net X-Newsreader: Anawave Gravity v1.10 I got my Net Yaroze a couple days ago, and I've noted a few things that would make things easier for someone learning the system. Right now, as it is, the documentation that comes with the Net Yaroze needs to be five or six volumes longer. Currently it would be extremely hard for someone who meets the minimum reqs(Good knowledge of C) to write PSX programs using just the documentation and samples that come with the Net Yaroze. Therefore, it seems that the example code that is posted by SCEA should be refined to cater to the lowest common denominator. A few things should be done to the existing example code(By SCEA), and when writing example code. The #define's should be cut down to a minimum, and when they are used, the same Macro names should be used in everyone's example source. That will make the code more readable, and newbie's won't have to sort out the common macro's when looking at different author's code. For variables, the name's used for common var's should also be standardized. Variable names need to be very verbose, (i.e. "WorldOrderingTable[2];" would be preffered over "wot[2];") if you know what your doing then this will seem trivial, but I think it would preffered by newbie's. For examples that show basic concepts, no user created external libraries should be used that don't come with the Net Yaroze. Learning how to display a 3D object can be confusing when everyone is using multiple libs of their own. This is just for example code that is posted to the examples section, obviously you should do whatever you want when your writing for yourself :).