Aditya: By documentation i mean documentation over architecture and per
function/class, that would make the whole thing far more understandable, not
just a generic overview of the engine.

On Tue, Jan 13, 2009 at 1:54 AM, Aditya Gaddam <[email protected]>wrote:

> I actually don't see how a general overview could really help other than
> maybe the first few steps. And with the source engine, those first few
> steps
> are usually fairly easy to figure out anyway. But when you do figure those
> steps out yourself, you find little trinkets of code and patterns that you
> keep seeing and you remember them. Trudging through the code is not fun. I
> have been doing it for the last 2 weeks for my mod. But you learn a lot
> more
> by just going to a class and going willy nilly with the "Go to Definition"
> and "Go to Declaration" features in visual studio (right click on a class
> or
> variable name) than by looking at some overarching structure document
> (which
> would eventually need its own documentation).
>
> One thing I would love to see improvements to, is Hammer. Mostly stability
> wise. I am not a big fan of the program just quietly shutting down without
> warning with changes unsaved. Sometimes hitting save crashes hammer -
> umm...
> yes.
>
> But other than that - I like source. It is very hacky. But it is also very
> very malleable. They have given us a giant chunk of code to mash around and
> I thank them for it.
>
> Cheers,
> Aditya
>
> On Sun, Jan 11, 2009 at 2:27 PM, Nuno Silva <[email protected]
> >wrote:
>
> > To me, the Source engine is a great engine, that's pretty obvious since
> it
> > can produce great performance while keeping geometry and graphics
> detailed
> > enough.
> >
> > However, the "public" access to the engine, Source SDK, could be much
> > better
> > if only there was documentation, as said previously.
> >
> > Documentation may seem like it's not worth it to some of you, but it can
> > *really* make a difference. There's a reason i never make Mods. Not that
> > it's "too hard", it's just that i dont have the time to spend weeks
> > figuring
> > out how stuff works.
> >
> > On Sun, Jan 11, 2009 at 6:16 PM, Acolyte Of the Milkman <
> > [email protected]> wrote:
> >
> > > from what I've seen, each year the source engine becomes more easily
> > usable
> > > and feature rich. Valve takes the iterative process of asking "what do
> we
> > > need for this game? is it going to benefit the game? and can the users
> on
> > > lower end machines handle it?" when they're creating new features.
> > whereas
> > > in the UT engine they have (literally) everything and the kitchen sink!
> > it
> > > supports 3 different types of shadowing, dynamic shadow volumes,
> dynamic
> > > shadow mapping (which source supports now), and light maps (source
> > supports
> > > radiosity, which is a more realistic method of lighting a room
> > statically),
> > > a whole slew of other graphical effects, and a in house scripting
> > language
> > > it has an abundance of other features.
> > >
> > > the Unreal Engine is superior to source in every way possible. It's
> > easier
> > > to develop for, very pretty, and has many more features than source.
> > >
> > > whoever said documentation isn't need must be completely crazy!
> > > Documentation for an engine should never be left on the back burner,
> it's
> > > an
> > > absolute must! In the software development world it's much easier to
> sit
> > > someone down and make them read documentation  AND THEN fiddle with the
> > > source code with a better understanding of how it works V.S making them
> > > fiddle around with the engine till they understand exactly what the
> hell
> > is
> > > going on.
> > >
> > > however, Source has much more potential for the future. Each year Valve
> > > increases its feature set and makes it more easier to develop for. I
> just
> > > hope their tools catch up as well.
> > >
> > > Hammer should become Open source, or at least gain the ability to have
> > > plugins. A very large number of people in the Torque community use 3.4
> > for
> > > mapping and I can imagine they would like to extend what they can do in
> > > it/get 4.0.
> > >
> > > --------------------------------------------------
> > > From: "Olly" <[email protected]>
> > > Sent: Sunday, January 11, 2009 8:32 AM
> > > To: "Discussion of Half-Life Programming" <
> > [email protected]
> > > >
> > > Subject: Re: [hlcoders] Technical Design Document or Quick Reference
> > Guide?
> > >
> > > > 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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> > > >> please visit:
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> > > >> >
> > > >> >
> > > >>
> > > >> _______________________________________________
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> > > >>
> > > >>
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> > > >
> > > >
> > >
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> > >
> > >
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> >
>
>
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