I already did :)
But i only said that anything that they release, the more documented the
better, and if it's complete with diagrams and all would help everyone :)

2009/1/13 Heimo Stieg <[email protected]>

> 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.
> >>
> >>>>>>>> _______________________________________________
> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>>
> >>>> archives,
> >>>>
> >>>>>>> please visit:
> >>>>>>>
> >>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>
> >>> archives,
> >>>
> >>>>>>> please visit:
> >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>> _______________________________________________
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>
> >>> archives,
> >>>
> >>>>>> please visit:
> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>> _______________________________________________
> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>
> >> archives,
> >>
> >>>>> please visit:
> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>
> >>>>>
> >>>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>>
> >>> --
> >>> http://www.pixelfaction.com
> >>> AIM:ApeWithABrain
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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