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Bron: Unreal Technology

Tim Sweeney heeft weer een update gepost op de Unreal Technology Page, met info over de 226 patch status:

* 226 Progress

Testing of 226a brought in mixed results: Direct3D performance improved for most testers, but some had crashes and other weirdness. I'm looking into all of this now; I think most of the problems are driver/hardware related, but I should be able to work around most of them in the code. We'll definitely go through a couple more internal test versions before releasing 226 though.

I'm also adding a new "wizard" based user-interface for switching 3D drivers and changing "safe mode" settings, to improve the user-friendlyness of the Direct3D/OpenGL/Glide/Software switching.

* Recommended Reading

A Theory of Objects is an excellent book for people trying to design object-oriented programming languages (or just learn the theoretical background of OOP). It does get pretty technical, defining a lambda-calculus variant in terms of objects, and analyzing OOP concepts within that framework. But it sheds a lot of light on the general language-design problems that UnrealScript faced.

After writing a big piece of code like the UnrealScript compiler, it's cool to examine some of the design decisions that I made without really knowing what I was doing, only to discover there's a well-developed theoretical foundation for what I basically hacked together until I felt it worked right. For example, it turns out that UnrealScript's type-compatibility checking (the rules for determining whether a variable is compatible as an assignment parameter or function call parameter), exactly follow the rules of type covariance, contravariance, and invariance.

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