There's a fair few doxygen's out there but in reality most people just ge their hands dirty by following the SDK classes.
The only "tricky" parts of the SourceSDK would be the NPCs in the singleplayer, beyond that the SDK for multiplayer really implements skeletal stuff to start rooting around with almost immediately available examples of networking and entity IO. That's assuming gameplay is your biggest focus. The VGUI stuff is roughly fleshed out in the SDK panels too, even if it's not got many examples of how to make the most of the messaging beyond OnCommand, but you can pull out the majority of what you need to learn by starting with this those. Beyond that, if you're looking to do a lot of shader work you just have to figure out the limitations before trying anything too crazy, and if you want to replace BSP with dynamic data loading and procedural terrain generation you're going to be one sad panda that Valve aren't likely to impress with the SourceSDK. On Thu, Sep 2, 2010 at 12:22 PM, Tom Edwards <[email protected]>wrote: > Yes, there's doxygen and there are several instances of it being used on > the SDK (at various points) to be found online. The best solution is to open > Visual Studio and use Class View, though. > > > On 02/09/2010 12:12, Colm Sloan wrote: > >> "a mod-friendly company like valve" >> >> questionable ;) >> >> >> >> I'd really like to see this too. Is there some program that can be run on >> a >> C/C++ project to extract this information and create such a reference >> document automatically? I almost sure I remember using something like this >> for a java program I made some time back. >> _______________________________________________ >> 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

