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Difference between revisions of "Summer of Code/Application/2007"

→‎Introduction: -- start to write something. Maybe too long? Defnitely needs a native speaker to check it!
(Entering Application Draft)
 
(→‎Introduction: -- start to write something. Maybe too long? Defnitely needs a native speaker to check it!)
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* scummvm in facts.
* scummvm in facts.
LoC, # devs (active & all time), # ports, downloads (Q1)
LoC, # devs (active & all time), # ports, downloads (Q1)
=== Draft Intro ===
ScummVM is a program which allows users to run certain commercial graphical point-and-click adventure games (e.g. Monkey Island, Simon the Sorcerer, Space Quest, and many more), provided you already own their data files. To this end, the team works by either reverse engineering game executables (usually with the permission of creators of the game), or by using the original source code of the games (provided by the creators of the games, after negotiations with the team). The number of engines is constantly growing thanks to a very agile and diversified development team.
One of the corner stones of ScummVM's success is its extreme portability. Besides running on all main stream desktop environments, be it Windows, Mac OS X or most Unix variants (Linux, *BSD, Solaris, ...), it works on game consoles (Nintendo DS, PlayStation 2, PlayStation Portable and more), smart phones and PDAs (WinCE, PalmOS or Symbian based), and even on many not-so-mainstream systems (like BeOS, AmigaOS or OS/2).
This high portability is possible thanks to the flexible and modular structure of the ScummVM internals. Everything can be grouped into roughly three categories:
# Backends (responsible for support of specific target devices, like PalmOS or WinCE, etc.)
# Engines (sometimes dubbed front ends) containing the actual game specific code
# Infrastructure code, providing portable access to audio (including MIDI), graphics, user input, data access , a custom graphical user interface, and more
The structure of the team reflects this structure, in so far as developers can be roughly grouped into the following categories (with some people being in more than one, or being multiple times in a single category):
* Porters -- responsible for a specific port
* Engine authors -- responsible for a specific game engine (includes being repsonsible for handling users bug reports, i.e. support)
* Infrastructure development -- e.g. people working on MIDI code, on the built-in custom GUI, etc.
* Packagers -- people
* Documentation / web site management
* Project leads -- we currently have three, and they all are also represented in one of the above categories, but besides this organize and coordinate things, make decisions, solve disputes etc. (as one would expect)


== SoC Participation Application ==
== SoC Participation Application ==
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