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.
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>>
>>
>
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