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- What is OBS?
- This project is a rewrite of what was formerly known as "Open Broadcaster
- Software", software originally designed for recording and streaming live
- video content, efficiently.
- Bug Tracker: https://obsproject.com/mantis/
- We are no longer using GitHub issues! Please use Mantis, and only report
- bugs and major issues. Do NOT use mantis to ask questions or request
- features, please keep that to the forums.
- Forum accounts are now linked to Mantis Bug Tracker. To use the bug
- tracker, simply log in to the forums and then go to the bug tracker link
- above.
- What's the goal of rewriting OBS?
- - Make it multiplatform. Use multiplatform libraries/functions/classes where
- possible to allow this. Multi-platform support was one of the primary
- reasons for the rewrite. This also means using a UI toolkit will be
- necessary for user interface. It also means allowing the use of OpenGL as
- well as Direct3D.
- - Separate the application from the core, allowing custom application of
- the core if desired, and easier extending of the user interface.
- - Simplify complex systems to not only make it easier to use, but easier to
- maintain.
- - Write a better core API, and design the entire system to be modular.
- - Now that we have much more experience, improve the overall design of all
- the subsystems/API, and minimize/eliminate design flaws. Make it so we can
- do all the things we've had trouble with before, such as custom outputs,
- multiple outputs at once, better handling of inputs, custom services.
- - Make a better/cleaner code base, use better coding standards, use standard
- libraries where possible (not just STL and C standard library, but also
- things like ffmpeg as well), and improve maintainability of the project as a
- whole.
- - Implement a new API-independent shader/effect system allowing better and
- easier shaders usage and customization without having to duplicate shader
- code.
- - Better device support. Again, I didn't know what I was getting into when
- I originally started writing code for devices. It evolved into a totally
- convoluted mess. I would have improved the existing device plugin code, but
- it was just all so fundamentally bad and flawed that it would have been
- detrimental to progression to continue working on it rather than rewrite it.
- What was wrong with the original OBS?
- The original OBS was rewritten not because it was bad, at least in terms of
- optimization. Optimization and graphics are things I love. However, there
- were some serious problems with the code and design that were deep and
- fundamental, which prevented myself and other developers from being able to
- improve/extend the application or add new features very easily.
- First, the design flaws:
- - The original OBS was completely and hopelessly hard-coded for windows,
- and only windows. It was just totally impossible to use it on other
- systems.
- - All the sub-systems were written before I really knew what I was getting
- into. When I started the project, I didn't really fully comprehend the
- scope of what I would need or how to properly design the project. My
- design and plans for the application were just to write something that
- would "stream games and a webcam, with things like overlays and such."
- This turned out fine for most casual gamers and streamers (and very
- successful), but left anyone wanting to do anything more advanced left
- massively wanting.
- - Subsystems and core functionalities intermingled in such a way that it
- was a nightmare to get proper custom functionality out of it. Things
- like QSV had to be meshed in with the main encoding loop, and it just
- made things a nightmare to deal with. Custom outputs were nigh
- impossible.
- - The API was poorly designed because most of it came after I originally
- wrote the application, it was more of an afterthought, and plugin API
- would routinely break for plugin developers due to changing C++
- interfaces (one of the reasons the core is now C).
- - API was intermeshed with the main executable. The OBSApi DLL was
- nothing more than basically this mutant growth upon OBS.exe that allowed
- plugin developers to barely write plugins, but all the important API
- code was actually stored in the executable. Navigation was a total mess.
- - The graphics subsystem, while not bad, was incomplete, and though far
- easier to use than bare D3D, wasn't ideal, and was hard-coded for D3D
- specifically.
- - The devices and audio code was poor, I had no idea what I was getting into
- when I started writing them in. I did not realize beforehand all the
- device-specific quirks that each device/system could have. Some devices
- had bad timing and quirks that I never aniticipated while writing them.
- I struggled with devices, and my original design for the audio subsystem
- for example morphed over and over into an abomination that, though works,
- is basically this giant duct-taped zombie monster.
- - Shaders were difficult to customize because they had to be duplicated if
- you wanted slightly different functionality that required more than just
- changing shader constants.
- - Orientation of sources was fixed, and required special code for each
- source to do any custom modification of rotation/position/scale/etc.
- This is one of those fundamental flaws that I look back on and regret, as
- it was a stupid idea from the beginning. I originally thought I could
- get more accurate source position/sizes, but it just turned out to be
- totally bad. Should have been matrices from the beginning just like with
- a regular 3D engine.
- Second, the coding flaws:
- - The coding style was inconsistent.
- - C++98, C-Style C++, there was no exception usage, no STL. C++ used
- poorly.
- - Not Invented Here Syndrome everywhere. Custom string functions/classes,
- custom templates, custom everything everywhere. To be fair, it was all
- hand-me-down code from the early 2000s that I had become used to, but
- that was no excuse -- C-standard libraries and the STL should have been
- used from the beginning over anything else. That doesn't mean to say
- that using custom stuff is always bad, but doing it to the extent I did
- definitely was. Made it horrible to maintain as well, required extra
- knowledge for plugin developers and anyone messing with the code.
- - Giant monolithic classes everywhere, the main OBS class was paricularly
- bad in this regard. This meant navigation was a nightmare, and no one
- really knew where to go or where to add/change things.
- - Giant monolithic functions everywhere. This was particularly bad
- because it meant that functions became harder to debug and harder to
- keep track of what was going on in any particular function at any given
- time. These large functions, though not inefficient, were delicate and
- easily breakable. (See OBS::MainCaptureLoop for a nightmarish example,
- or the listbox subclass window procedure in WindowStuff.cpp)
- - Very large file sizes with everything clumped up into single files (for
- another particularly nightmarish example, see WindowStuff.cpp)
- - Bad formatting. Code could go beyond 200 columns in some cases, making
- it very unpleasant to read with many editors. Spaces instead of tabs,
- K&R mixed with allman (which was admittedly my fault).
- New (actual) coding guidelines
- - For the C code (especially in the core), guidelines are pretty strict K&R,
- kernel style. See the linux kernel "CodingStyle" document for more
- information. That particular coding style guideline is for more than just
- style, it actually helps produce a better overall code base.
- - For C++ code, I still use CamelCase instead of all_lowercase just because
- I prefer it that way, it feels right with C++ for some reason. It also
- helps make it distinguishable from C code.
- - I've started using 8-column tabs for almost everything -- I really
- personally like it over 4-column tabs. I feel that 8-column tabs are very
- helpful in preventing large amounts of indentation. A self-imposed
- limitation, if you will. I also use actual tabs now, instead of spaces.
- Also, I feel that the K&R style looks much better/cleaner when viewed with
- 8-column tabs.
- - Preferred maximum columns: 80. I've also been doing this because in
- combination with 8-column tabs, it further prevents large/bad functions
- with high indentation. Another self-imposed limitation. Also, it makes
- for much cleaner viewing in certain editors that wrap (like vim).
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