
                    Doomsday Function Naming Convention
                    ===================================

The most abstract class in each category is marked with an asterisk.

+--------------------------------------------------------------------+
| BASE-LEVEL (the heart of the engine)                               |
+--------------------------------------------------------------------+

CP      Control Panel
DD    * Base-level/general (D[OOM] to the 2nd power)
DED     DED handling
Def     Definitions (don't use DD)
MPI     Multi-Player Interface
Plug    Plugin
UI      User Interface
Z       Memory zone
W       WAD

+--------------------------------------------------------------------+
| CONSOLE                                                            |
+--------------------------------------------------------------------+

B       Bindings
Con   * Console (i.e. the future brains of the engine)

+--------------------------------------------------------------------+
| SYSTEM (general interface to the operating system/platform)        |
+--------------------------------------------------------------------+

Dir     Directory/filename handling
DM      Low-level Music driver (Windows Multimedia, FMOD)
DS      Low-level Sound driver (DSound+EAX, A3D)
F       File access (input)
I       Input
N       Low/system level networking (DPlay)
Sys   * System (e.g. timing, Windows console; win32)
SW	Startup window 

+--------------------------------------------------------------------+
| NETWORK (and communications)                                       |
+--------------------------------------------------------------------+

Cl      Specific to Client
Demo    Specific to demos
Msg     Network message handling
Net   * General (high level) networking
Sv      Specific to Server

+--------------------------------------------------------------------+
| PLAYSIM & WORLD (the game world)                                   |
+--------------------------------------------------------------------+

Arc     Archiving (savegames, for the future)
P     * Playsim, playworld ("laws of physics")
PO      Poly Object

+--------------------------------------------------------------------+
| RENDERER (drawing views of the world; built on top of refresh)     |
+--------------------------------------------------------------------+

C       Clipper (engine-internal)
DL      Dynamic Lighting (engine-internal)
H       Halos (lens flares, engine-internal)
PG      Particle Generator
Rend  * Renderer
RL      Rendering List (engine-internal)

+--------------------------------------------------------------------+
| REFRESH (and resource management)                                  |
+--------------------------------------------------------------------+

R     * Refresh/Resources (handling of textures, models, etc.)

+--------------------------------------------------------------------+
| GRAPHICS (graphics tasks, DGL)                                     |
+--------------------------------------------------------------------+

FR      Font Renderer (engine-internal)
GL    * Graphics Library (simple drawing routines, textures)
PCX     PCX handling
PNG     PNG handling
TGA     Targa handling

+--------------------------------------------------------------------+
| AUDIO                                                              |
+--------------------------------------------------------------------+

Chn     Channel in the Sfx module
S     * Sound and Music (high-level interface, exported)
Sfx     Sound Effects module
Mus     Music module

+--------------------------------------------------------------------+
| MISCELLANEOUS                                                      |
+--------------------------------------------------------------------+

Arg     Command line arguments (no underscore)
bams    Trigonometry with binary angles (no underscore)
M     * Miscellaneous utilities (don't fit in any other category)
NP      Node Pile
Str     Dynamic strings
U       Utilities (other "pure" utils, not DD specific)

