If you want a car...why dont you just create one with metal?

On Tue, Jan 13, 2009 at 9:35 AM, Heimo Stieg <[email protected]> wrote:
> 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
>
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to