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