User Guide
Quick Reference
Modding
Development
User Guide
Quick Reference
Modding
Development
This article describes the standard directory structures used in the project: source code directories, runtime directories on various platforms.
⇒ “Source Directory Structure Proposal” by skyjake on April 14, 2006 at 13:56 on dengDevs
Now that we are using Subversion, it's feasible to think about such things as bringing some consistency into the Doomsday source directory structure. I think the following new principles should form the basis of a new directory structure.
The new structure would look something like this:
build/ (all build/project-related files, incl. built binaries)
win32/ (windows projects and scripts)
mac/ (Xcode project)
unix/ (Unix/Linux build scripts)
engine/
scripts/ (engine scripts: makedmt.py)
src/
include/ (engine's internal files)
api/ (doomsday.h, dd_share.h, doomsday.def, etc.)
defs/ (engine's definition files)
plugins/
jdoom/ (the games should be just plugins like everything else)
src/
include/
defs/
jheretic/
jhexen/
common/
src/
include/
defs/
dehread/
mapload/
d3d/
opengl/
packs/
scripts/ (resource pack scripts: "compile PK3s")
jdrp/
jhrp/
jxrp/
examples/ (examples like shiny surfaces for jHexen map01)
tests/ (assorted resource tests)
What this would mean in practice:
runtime/
common/ (common.cfg for settings shared by all; executed last?) jdoom/ (jDoom's runtime directory) bspcache/ demo/ savegame/ jheretic/ jhexen/
Something needs to be done to existing resource packs. Maybe just make sure that the old directory locations are supported also.