[quote]make the source-code invisible until the contest is over
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Is there really anything worth hiding? Does anyone really think they invented something so amazing that giving out the source would affect the contest results? The submissions keep getting better, but the majority of graphics algorithms and coding techniques are highly documented out there. The source does not reveal any secrets. Besides, if someone did invent something really useful for this competition, let them share the knowledge. Spur innovation.
Making everyone use the same build tool would be a major complication - to guarantee consistency you’d have to have a central compiler, which would make testing the effect of a tweak a very slow process.
Moreover, it would place extra constraints. Last year I couldn’t have submitted Java code which a centralised build tool would fit into 4k: I ended up tweaking bytecode manually and assembling it with Jasmin to get the size down. I’m probably going to do the same this year.
As for sharing the source: we’re not necessarily proud of all the hacks we use to reduce size…
[quote]Moreover, it would place extra constraints. Last year I couldn’t have submitted Java code which a centralised build tool would fit into 4k: I ended up tweaking bytecode manually and assembling it with Jasmin to get the size down. I’m probably going to do the same this year.
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Holy crap! I didn’t know that people went that far. How much did that save you? What are you chopping out by doing that?
[quote]As for sharing the source: we’re not necessarily proud of all the hacks we use to reduce size…
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LOL!
My source code tends to evolve as the competition continues, so it’s it bit premature to post it. I did open source my code back in 2005/6 (the last time I entered), when the competion closed and intend to do the same this time. Readability tends to be poor as almost everything gets stuffed in one method in a single class.
It’s hard to say how much it saved me, because I had to go back to do some bug fixes. When I went to bytecode I needed to chop off 22 bytes to fit in budget. It was mainly peephole optimisations which Proguard inexplicably doesn’t do. I’ve restructured the repository since then so it would be quite a lot of work to go back and get a diff of the changes I made to the bytecode.
[quote]Now, I am getting really excited about Slick. I think I’d rather spend my time messing around with it rather than focusing on a 4K game. Anyone available to answer some coding questions about it?
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Kev,
If you are around, any chance you can visit the Slick forums. I have lots of technical questions that I need help on. I’m so confused. I promise I’ll return the favor by posting sample Slick games with the source and I’ll create some tutorials after I am more experienced with it. Your API rocks. ;D
Out of touch at the moment. Will check in a day or so.
Kev