smog wrote:
1) Keep xml for FX data. XML is very useful because it can be validated using xsd and also using emacs and some plugin i can write shaders in xml using autocompletion ! FX like in Ogre sucks because i've to remember the syntax all the time
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in emacs pressing control-space gives me all the possibilities within a contex.
Pure XML is very verbose, and not particularly flexible. The beta4 system seems to strike a nice balance between function and readability.
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2) Avoid the h3d prefix ! keep the namespace and let people know of "using namespace Horde3D". I'm having some hard time reading the documentation and seeing h3d stamped all over the place ! also writing h3d all the time is painful!
Learn to touch-type, then you won't worry about these things

On a less facetious note, the h3d prefix is required to interface nicely with C, and thus other languages such as Python and D.
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3) Make the api fully introspectable, like Ogre, where there is always a way to view what is loaded, the state of the system and browse all loaded resources starting from a root "node".
This isn't entirely trivial to design in a C API, but it is certainly a reasonable goal to aim for.
Keep in mind the Horde is not meant to be Ogre - if Ogre suits your purposes better, it might probably be a good idea to use Ogre
