Microsoft already tried to compete with STEAM, it was called Games for
windows - Live... and it sucked. Again they tried to charge a subscription
which failed epicly.
I much prefer engines that are written in C++, they are much MUCH more
powerful than having to 1) Learn the syntax/structure of the in-house
language 2) Hack your way round doing the simplest of things that you could
do with open source C libraries.

2009/1/11 Nick <[email protected]>

> I am not Valve, I do not work for Valve, but I like Valve, and like a
> good friend I like to point out where I think they go wrong.
>
> There is no such technical design document for source, available to
> the modders, but I suspect there is such a design document if you pay
> for a license.
>
> Valve is a good company, and has excellent people. But the top games
> released for source have been made exclusively by and for Valve. The
> source engine is powerful and highly adaptable, if you work for Valve.
> I think other engines are designed to be easier to understand because
> the other major game engines are being used by people outside the
> original company. Quake/id and Bioshock/ut3 and america's army/ut3 are
> some examples I can think of here.
>
> Source engine is powerful if you know how to use it, Valve people are
> the only ones who know how to use it properly. That isn't going to
> change unless Valve invests heavily in making it more open or
> documenting it more. ( not anytime within the next 3 years).
>
> UT3 engine is equally powerful, but epic games has gone to great
> lengths to make it easier to use, and highly documented. Also actively
> encourages scripting instead of forcing everyone to use c++ like valve
> does. Bioshock/Americas Army/Gears of War 2. Look at the material
> editor that comes with ue3
> http://hourences.com/book/tutorialsue3mated.htm includes shaders also
> from almost one and half years ago!
> http://www.unrealtechnology.com/features.php?ref=editor
>
> I hope valve seriously thinks about open sourcing the tools, formats,
> and making the engine available on linux. Unless valve thinks it can
> exist only by relying on steam sales/distribution. Eventually
> microsoft will make steam obsolete(by creating a steamlike replacement
> for windows7) or buy valve out entirely, which is probably bad for
> most people working for valve, but good for the owners :P
>
> On Sat, Jan 10, 2009 at 10:29 PM, Walter Gray <[email protected]>
> wrote:
> > I want to preface this by saying I know it's probably a kind of silly
> > thing to be asking for, but on the other hand I feel it would would be
> > stupendously useful.
> >     I'm looking for something akin to a Technical Design Document for
> > the source engine, or at least the parts of it which are distributed
> > with the Source SDK.  Really, any single document that lays out, in a
> > concise fashion, the general structure of the most commonly used
> > systems, what base classes they use, and enough about how they are
> > supposed to work for someone to start messing with them.  It seems to me
> > that the general approach for mod developers has been to use the code
> > itself as the documentation and ask the community or check the wiki if
> > they find something they don't understand.  This, unfortunately, means
> > that there's no easy way to get new developers on a team familiar with
> > the engine, which is what I'm aiming to do.  I've looked around, and
> > there doesn't seem to be anything like this.  Am I missing something, or
> > does it not exist, and if it doesn't, why not?  It seems like it's the
> > kind of thing that would cut down on a lot of confusion for new mod
> > programmers and encourage 3rd party Source development in general.
> >
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