If you want an UML diagram...why dont you just create one with VS?

ZuM schrieb:
> I agree. Even and overview of the architecture of the engine would make it
> more easily understandable.
> If they just released a UML Diagram of the classes, indicating where they
> are used, from where they inherent and etc... would really help, and it
> should not be dificult to make, just run a program to do it.
>
> 2009/1/13 Nuno Silva <[email protected]>
>
>   
>> 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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>>>>>>>>                 
>>>> archives,
>>>>         
>>>>>>> please visit:
>>>>>>>               
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>>                 
>>>>>>> _______________________________________________
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>>>>>>>               
>>> archives,
>>>       
>>>>>>> please visit:
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>>
>>>>>>>               
>>>>>> _______________________________________________
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>>>>>>             
>>> archives,
>>>       
>>>>>> please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>             
>>>>> _______________________________________________
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>>>>>           
>> archives,
>>     
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>           
>>>> _______________________________________________
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>>>> please visit:
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>>>>
>>>>
>>>>         
>>> --
>>> http://www.pixelfaction.com
>>> AIM:ApeWithABrain
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>>>
>>>
>>>       
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>>
>>     
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