Kohan, if you'd seen the grammar in e-mail I've received from people with an @valvesoftware.com email address you wouldn't disbelieve that Adam may actually have a game industry job.
That said, I agree with the sentiment that Valve is probably the last game company pushing a BSP based engine? After 3 years of building a mod I'm starting to believe that Source is just the HL1 engine with a bunch of third-party API's plugged in. Certainly they have come up with some very cool stuff but over Goldsrc, Source just doesn't feel very "next-gen" to me. I remember when CS:S first came out and everyone was was "well you should be able to do XXX/YYY with the source engine". Ultimately all the mods big plans fell flat and it feels, with a few exceptions, the same stuff as HL1 but with better graphics. My biggest beef with Source as a next-gen engine is their tool set. I *really* think Valve have taken a backwards step with their SDK and tool chain and make modding exponentially difficult for those that want to do it. When I look at other engines everything is so much more refined and documented and the tools are much more polished that Valve. Case in point: - Why are we still using a command line model compiler? The main modder demographic is probably 15 - 20 somethings of which most aren't pre-windows 95 and don't know how to use a CLI. If I can write a bloody GUI to StudioMDL, why can't Valve? - Why the hell are we still using SMD? Take a continuous mesh model, break it into triangles and re-compile it into tri-strips at compile. Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use DAE/FBX for God's sake. You'll find you don't need "us" to make SMD support for every 3D app out there if you adopt a cross application 3D format. I could go on, but I personally think that Valve need to seriously polish their tool set if they expect us, as modders, and maybe even studios to adopt their engine. Content creation shouldn't be a fight. And I say this knowing full well that some people at Valve prefer my tools over their own... - J 2009/7/23 Kohan Venets <idr...@hotmail.com>: > > I'm not claiming to agree or disagree, but I'd like to mention that using > proper spelling and grammar would help people take you seriously. "Iam" > "disapointed" "beleive" "displacment" "isnt" "alogothim" "differnt" > "fundemenal" "woulod" "jsut" "Id" "dont". > > It's just difficult to believe that you have a job as a game developer when > you type that way. > > -Kohan > > > >> Date: Thu, 23 Jul 2009 22:51:26 +0200 >> From: adamjjdono...@gmail.com >> To: email@example.com >> Subject: [hlcoders] whats happening with this engine >> >> After being on this list for years Iam slightly disapointed that it has not >> been taken further..mainly Iam talking about the tools artists get to use to >> create the worlds and actually cant beleive that a modern computer game >> developer still works with it as its rather limited in environment >> design..take for example the displacment system..there isnt even lod >> alogothim for it which makes it so limited..seeing as I work for a game >> developer and know that its not easy to manage differnt projects and >> content..I still think some rethinking of fundemenal aspects of the engine >> woulod be a great idea about now..perhaps even jsut to give people like me >> some hope that the engine will slowly migrate into something more modern..Id >> expect some flaming and spam to follow this post like how their are other >> engines to use and that i dont have to use source engine..that being said..i >> kinda care about seeing progress. >> greetz >> nava >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > _________________________________________________________________ > NEW mobile Hotmail. Optimized for YOUR phone. Click here. > http://windowslive.com/Mobile?ocid=TXT_TAGLM_WL_CS_MB_new_hotmail_072009 > _______________________________________________ > 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