@pipeline, on May 24 2008, 02:19 AM, said in MissionComputer 4.0a6 - latest alpha now available:
Any chance of a Cocoa port?
I started one back in 2005, and got as far as completing the document window and most of the input/output model. I was able to produce the best resource browser I've ever seen (snappier than ResEdit at its prime, unlimited undoes, and Intel-ready from day one), and it confirmed my belief in the massive superiority of Cocoa/Objective-C over everything else there is, but it also became quite clear that I was never going to re-write all the existing editors. Even finishing off the remaining editors for version 4.0 has been incredibly tedious at times.
Here's a screenshot of Beiderbecke 0.3. Everything you see is functional (but that PICT is read-only, and there aren't really any other editors).
Lindley said in MissionComputer 4.0a6 - latest alpha now available:
Not if you used the control-click (aka right-click) to do it. Just have three little buttons somewhere, normally greyed out, for "Edit spob,, Edit desc, Edit bar," which becomes active when you do this. Maybe also change the syst highlighted outline to something other than red or yellow (green?) to show the selected object is inside it.
Hmm, I'll think about it. I consider the 4.0 star map basically done, but I'll keep it in mind for 4.1.4
@lindley, on May 24 2008, 02:40 AM, said:
Does RealBasic compile to native code, or does it use a Java-like runtime? I only ask because some aspects of MC seem slower than they should be at times. Window openings and the like.
Yes, the code is native. The slowness has more to do with the fact that any window that usefully represents an Escape Velocity resource necessarily has an unreasonable number of controls in it.
Actually, it would be much easier if it was interpreted - I'd be able to do much more in the way of self-writing code, and get rid of much of the tedium involved in creating editors. As it is, MissionComputer has written reasonable amount of its own code, but still, the process of creating an editor involves significant amounts of typing the same line of code hundreds of times with only slight changes to the variable names.