Great place to start looking is the Valve Developer Community.
http://developer.valvesoftware.com/wiki/Main_Page

On Sat, Feb 12, 2011 at 12:28 PM, Richard O'Brien <thi...@iosmod.co.uk>wrote:

>  I'm looking to try and learn how to program for a Source mod, but
> struggling to find resources. I'm a Computer Science graduate and the
> language I've mostly used is Java, but I just don't know really where to
> start when it comes to games programming. I've never touched it before and I
> don't know quite what's involved. Any help/pointers will be greatly
> appreciated.
>
> Thanks
>
> ------------------------------
> Date: Sat, 12 Feb 2011 11:32:58 -0600
> From: witsalldonebe...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] GoldSrc questions.
>
> Thanks Tom Edwards.
>
> On Sat, Feb 12, 2011 at 6:25 AM, Tom Edwards <t_edwa...@btinternet.com>wrote:
>
>
> http://web.archive.org/web/20070301012630/http://collective.valve-erc.com/index.php?go=q1_or_q2
>
>
> On 12/02/2011 1:47, Marcus Posey wrote:
>
> Can you link to the source?
>
> On Fri, Feb 11, 2011 at 6:50 PM, Tom Schumann <schumann....@gmail.com<mailto:
> schumann....@gmail.com>> wrote:
>
>    Actually, I just found it.
>    From the article titled "Half-Life's Code Basis" by Chris Bokitch,
>    originially posted on the VERC:
>
>    What came first, the chicken or the egg? What is Half-Life built
>    on, Quake 1 or Quake 2? These questions pop up pretty frequently,
>    and neither seems to have an accepted answer. In an effort to
>    extinguish the argument, I've asked the people who know best.
>    About Half-Life, that is. We're not touching the question about
>    the chicken.
>
>    Ken Birdwell explains it like this:
>
>    "It is fundamentally just a heavily modified Quake 1 engine. There
>    are about 50 lines of code from the Quake 2 engine, mostly bugs
>    fixes to hard problems that Carmack found and fixed before we ran
>    into them."
>
>    At its core, it's a Quake 1 engine. You can tell this by comparing
>    Half-life's map compiling tools with those shipped with Quake1.
>    You'll find very minor differences -- none of them are
>    fundamental. The core rendering is architecturally identical to
>    Quake1, the only "significant" change is removing the fixed
>    palette, making map lighting RGB instead of 8 bit, and converting
>    software rendering to be 16 bit color instead of 8 bit color,
>    which was pretty easy and only required minor code changes. Our
>    skeletal animation system is new, though it was heavily influenced
>    by the existing model rendering code, as were a lot of our updated
>    particle effects, though less so with our beam system. Decals are
>    totally new, our audio system has some major additions to what
>    already existed, and at ship time our networking was almost
>    totally Quake1 / QuakeWorld networking but about a year later Yahn
>    rewrote most of all of it to be very different in design. The most
>    highly changed sections are the game logic; ours being written in
>    C++ and Quake's being in written interpreted "Quake C". Our AI
>    system is very /very/ different from anything in Quake, and
>    there's a lot of other significant architectural changes in the
>    whole server and client implementations, though if you look hard
>    enough you can find a few remnants of some nearly unmodified
>    Quake1 era entities buried in places.
>
>    Jay Stelly adds, "We also took PAS from QW and/or Q2 and a couple
>    of other minor routines I can remember (no more than 100-200 lines
>    of code there). There was some feature overlap (as Ken mentions)
>    like game code DLLs and colored lighting, but we developed our own
>    solutions to those independent of Q2."
>
>    So there it is. This should put some arguments to rest. Half-Life
>    is based on Quake 1, although it has a very small amount of Quake
>    2 code. Yahn notes that "we did use some of the winsock functions
>    from Q2, that's about it. Probably more than 50 lines, but nothing
>    too interesting."
>
>
>    On 12 February 2011 10:47, Tom Schumann <schumann....@gmail.com
>    <mailto:schumann....@gmail.com>> wrote:
>
>        I believe it's the Quake engine with some parts of the Quake 2
>        engine used very late in development.
>        I can't remember where I saw that though.
>
>        On 12 February 2011 09:30, Krzysztof Krysztofiak
>        <sezam...@gmail.com <mailto:sezam...@gmail.com>> wrote:
>
>            Hello there, I'm still confused about GoldSource, i mean i
>            know it's based on Quake, but i do not really know if it's
>            modified Quake Engine (QuakeWorld) or Quake 2 Engine.
>
>            Wiki doesn't really tell to me anything because i do not
>            belive Wiki, everyone can change his mind there and share
>            with it with other people.
>
>            So ?
>
>            Cheers.
>
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