I wouldn't use the same terms as you, but in my opinion you are partly
right. I'm used to working with a lot cleaner code, on several levels,
that is equally comprehensive and has a lot of programmers working on it.
I think valve missed the vital tools for decent code production from the
get-go; especially the lack of a decent coding standard baffles me. It is
impossible to develop an engine of that size/complexity without a rigorous
coding standard and end up with clean, fully consistent and easy to read &
debug code.

That being said, two remarks:

* where the SDK lacks imo is only code quality/readability itself. The SDK
design, class layout, etc, I've learned to appreciate.

* I think it's more a problem for the valve coders than for us. I like
their engine, and I'm grateful they put the effort they have into
providing an SDK like theirs. The quality of the code is definately an
extra challenge for us modders, but one *we* take voluntarily.

> Look I don't want to be rude, but...
>
> Is it just me or is the HL2:DM SDK the most ugly, unorganised shit you've
> seen in a while?
>
> I mean im comparison to the Doom 3 engine, and well Doom 3 is more script
> orientated but someone could have organised the mass of source files a
> little better in the HL2:DM SDK.
>
> I'm basically looking at a mountain of source files with no idea at all
> where to start, infact I spend more time trawling through source file
> after
> source file mapping it all in my head then actual development on a
> modification.
>
> I've found duplicate functions more than once in the code, where it looks
> like one person has created a function to do something without realising a
> similar function already existed.
>
> If I want to workout how something works in the SDK, I have to go though
> layers of functions and source files and... Forget it.
>
> What do you think?
>
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