![]() I actually did a whole lot of work to try to bridge the gap and satisfy everyone. Testing for C++11 features on unsalvageable binary-only compilers from 2003. Testing compilers for ports that are already dead and have had no new ScummVM releases since 2015 ģ. Testing subsets of C++11 on platforms that no users actually use (again, I did the analysis and presented the data in 2017) Ģ. You can see some of this madness laid out in the page you linked:ġ. :-)Īny step forward here is good, but the main problem remains: the number of ports takes precedence over basically any other consideration by some long-time members (including the DFL), and the project suffers. You should maybe also reply to my emails. Thanks for taking the time to create an account on HN to reply to me. I use the lowest number since there’s no reason to think that someone would only intend to use engines starting with the letters A–G more than they would intend to use engines starting with the letters O–S, especially since the banner release in 2.0 was the SCI32 engine, and that was the one with 4 downloads. It’s a little hard to get an exact number since the port is split into several files the most downloaded Dreamcast file had 16 downloads and the least downloaded 4, after excluding people who were just batch downloading the whole directory of installers. Source: I was once a major contributor to ScummVM and tried unsuccessfully to fix this. I would, furthermore, argue that this leads to less portable code in the long run since these old ports force the project to be stuck using C++98, so there’s a whole bunch of undefined behaviour, race conditions, and other garbage code in ScummVM which compromises future compatibility and wouldn’t be possible if unsafe coding practices from the bad old days were prohibited. I ran analytics on web logs during the month after the ScummVM 2.0 release, and the Dreamcast port you mentioned accounted for 4 of 16,068 downloads. Most of these esoteric ports can only be compiled by custom ancient GCC binaries whose original source code is either lost to time or won’t compile on a contemporary compiler or CPU, and nobody actually uses them. It creates an unhealthy focus on how many ports there are rather than putting the focus on the preservation of games and the quality of the user experience. In my opinion, this is not actually a good thing. ![]()
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