Doom3 still use .map files as SRC for maps that at not change very much, and exist a number of Quake3 to Doom3 tools. I asume still use func_* stuff.

As for abstraction, a first step can be to design from top to bottom a AI
engine. I have some ideas from the book "AI for Game Developers" (O'REILLY).

Anyway, you can start a new engine (hl2, d3,..) from scrach and still use
the same ideas and even structures. This is "reformulation".

I bet HL2 maps will still use .map files.

Anders Jenbo wrote:
the doom3 render is writen from scratch as weal only the network and som
other stuff from quake3 was keept

in hl2 nothing was keept form hl1 so doom3 and hl2 is in now way mod
compatible doom3 dosen't even use bsp anymore

----- Original Message -----
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, October 19, 2004 12:17 AM
Subject: Re: [hlcoders] Doom3 SDK for Half-Life2.



I don't know, but Source isn't based on anything, AFAIK it was written
from scratch.


On Mon, 18 Oct 2004 23:41:35 +0200, tei <[EMAIL PROTECTED]> wrote:

I have another fun mad idea:

Write a new SDK from scrach that compile the gamex86.dll that Doom3

need,

and the stuff that need Half-Life2.  Has both engines will support
similar technology ( Doom3 is Quake3 based, and Half-Life 2 is Half-Life
1 base, and Quake3 is Quake1 based and Half-Life1 is Quake 1 based ) can
be theorically posible to write a object system that may abstract the
differences. So the mod may compile for both targets.  Maybe even future
new engines can be added to support even more engines and games. Say...
maybe you can write a "CS-alike" mod and you can compile for game
Half-Life2, but you  may also compile for other game that also use
Half-Life2 engine.

Write once, run anywhere.

Example code:

mod.load( "instant_fun" );
mod.mass = 200;
mod.fun = mod::MAX_FUN;

world.node[client.mynode].Add(mod);

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