{"id":935,"date":"2011-05-24T14:25:06","date_gmt":"2011-05-24T22:25:06","guid":{"rendered":"http:\/\/technofovea.com\/blog\/?p=935"},"modified":"2016-03-31T23:34:20","modified_gmt":"2016-04-01T06:34:20","slug":"packbsp-configurability-and-spring-ioc","status":"publish","type":"post","link":"https:\/\/technofovea.com\/blog\/archives\/935","title":{"rendered":"PackBSP, configurability, and Spring IoC"},"content":{"rendered":"<p>As PackBSP has grown, I&#8217;ve tried to keep certain things &#8220;softcoded&#8221; in configuration files, firstly to make more problems user-solvable, and secondly to support people making maps for new games and mods which I haven&#8217;t personally encountered. For example, the list of <a href=\"http:\/\/developer.valvesoftware.com\/wiki\/Category:List_of_Shader_Parameters\">VMT shader parameters<\/a> can get new additions as games are patched, and some mods may incorporate things like <a href=\"http:\/\/developer.valvesoftware.com\/wiki\/Level_Overviews\">level overviews<\/a>.<\/p>\n<p>Working on support for multiple SDKs\/Engines\/Mods, I think the effort I&#8217;ve put into these configuration options (which are starting to multiply and cross-cut) runs the risk of &#8220;reinventing the wheel&#8221;&#8230;. So I am considering rewiring PackBSP to use some minimal parts of the <a href=\"http:\/\/www.springsource.org\/about\">Spring Framework<\/a> instead. (No, PackBSP is not becoming a web-application.)<\/p>\n<p>My hope is that this will allow a broad, consistent, and easier route for configuration, which reduces the barrier tech-savvy users face when it comes to getting PackBSP to work\u00c2\u00a0<em>just right<\/em> with an obscure game or new mod.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>As PackBSP has grown, I&#8217;ve tried to keep certain things &#8220;softcoded&#8221; in configuration files, firstly to make more problems user-solvable, and secondly to support people making maps for new games and mods which I haven&#8217;t personally encountered. For example, the list of VMT shader parameters can get new additions as games are patched, and some [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[4],"tags":[8],"_links":{"self":[{"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/935"}],"collection":[{"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/comments?post=935"}],"version-history":[{"count":4,"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/935\/revisions"}],"predecessor-version":[{"id":1025,"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/935\/revisions\/1025"}],"wp:attachment":[{"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/media?parent=935"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/categories?post=935"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/tags?post=935"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}