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Recently one of our users found a significant crash when parsing the source to Quake III Arena. The photo above is not that part of code, that's only the very core of Q3A (The crash fix isn't done yet).
But I thought this would be a good opportunity to explain my thoughts on some of this.
I want CodeWalker to be the go-to program that programmers use when they need to understand a new codebase. To that end, any time someone sends in a bug report about a particular piece of code, I look at it in two ways.
1. What is wrong, and how can I fix it?
This is an obvious one, but bugs need to be addressed asap. Fortunately, the crash in the Quake code is just a bug in our C parser, and not a memory or hardware constraint. So as soon as we get this next update out, that should be resolved. And we're going to test it on the Quake and Doom source code prior to release to double-check our work.
2, What could I improve or change in the program to further assist the user with this code?
Well, for one we need to have a thing in place that scales with complexity, so you CAN have massive codebases on screen at one time, without significant speed decreases.
Just on the code above, due to the interrelationships between bits of the code, it's more sluggish than I'd like. It's not satisfying my Lawnmower Man fantasy at all.
Second, we need a better distribution of data, possibly one you have more immediate control over, so that it doesn't all just fire off in one or two directions.
I'll see if I can address both issues in this next update. Until then, please know that I have no problem with bug reports and negative feedback. That's how any good system adapts and grows, I appreciate any and all feedback. It is welcome and encouraged.
Thank you,
-Chilton