Sure, a lot of it would have to be rewritten, but that's part of the learning process. Lots of PD's code was also rewritten several times over.
If you don't see the problem with jumping into a full
commercial game recreation (that many qualified, experienced software engineers built) with no prior experience using a game engine, hell, even making your own game, then there's an understanding problem here. There's a difference between "unfinished" and "unfinishable" - designs can be unsavable, for example no amount of work apart from a total recode of all elements could fix xTSO to be as in depth as it really needs to be.
In our case, we have a few problems where certain things will not be extendable
in their current state, but our problems are fixable by simply restructuring a few classes (some areas in VM, eg. offline->network will be a blockade), not changing the whole thing. The UI rendering could probably use some optimisation too, but again, these things are fixable!
xTSO could not support any reasonably interactive user interface even if Xezno tried because of his current programming ability, and the way he has did everything so far. There's a reason we swapped UI engine from LUA to use the real system that TSO uses: it's powerful, flexible and easy to program for (similar to Java Swing), and the
original game used it! That's also a thing that, you know, you should probably consider for an engine reimplementation.
@
Ianbow, @
xezno (if you're reading this) I understand that you guys are young, but remember that some members of the community aren't (but don't know much about how to tell if projects will bear fruit!) and won't understand that you're actually just overenthusiastic about your ability to do these things. It's not great to give people false hope.