Kllrnohj wrote:
Yeah, uh, no, no, not at all. The major components of the source engine are not included in the SDK. The graphics engine, sound engine, networking engine (which is *NOT* steam by the way) are where any "legacy" code (if it existed) would be.
The networking "engine" is not steam, but it runs through steam (anti-piracy measure). In my above post I acknowledged the fact that the major components (graphics engine. sound engine, etc) were not in the sdk. However, if you currently have access to the code, please at least look through it and find what I'm referring to. Currently you're just fighting back with a "NO IT'S NOT IN THERE." argument.
Kllrnohj wrote:
Proof. I have the steam SDK. Point me to a file where this legacy code exists.
From a basic search, I found one that even has "legacy" in it's filename. c_te_legacytempents.cpp/h From that same basic code search, I received a page of results full of implementation of legacy code or the containment of it. For example: in vtf.cpp/h (used for the material system) you can see pieces of code left over from when the game mounted from .wad files.
Kllrnohj wrote:
Because you can't code with modern code much less know what is legacy code and what isn't. If you can't read the code, you can't know what the hell it is.
I don't think my inferior knowledge of C++ impairs my ability to see "//THIS IS CODE FROM GOLDSRC"
Kllrnohj wrote:
*sigh* Python is slow. Extremely slow. It cannot make a decent graphics engine, or even a decent game engine.
There are OpenGL bindings for Python, go give it a shot. I've only seen it used once, and that was for the 3D for a chess game where the slow performance was irrelevant.
The argument I was making here is not if it was possible, but instead if someone actually did a decent job of it, other people would at least give it a look.
Kllrnohj wrote:
Then why did you ask such a question if you knew it didn't make sense?
When did I refer to the usage of algorithms in games?
Kllrnohj wrote:
Because it *isn't* a freeware license, and you obviously *don't* know what the GPL involves. Go read the article and then re-read your comment. If you posses a brain, you should be able to figure out why what you said is wrong.
"The GNU General Public License (GNU GPL or simply GPL) is a widely used free software license,"
Maybe I'm using the wrong terminology. "Freeware" means free software, correct?
Kllrnohj wrote:
There are many reasons. For one, its not the exact same way. Also, it is often coded to fit the system. Then there are things like legality issues. You cannot simply use old code in a commercial product. There are also cases where the algorithm is tweaked or improved, or in the case of Source's use of the BSP file format, heavily modified.
So using the exact same name for a piece of code with the exact same purpose isn't copyright infringement?
If you're going to modify it, wouldn't that be a modification? It doesn't seem like a good idea to me to erase your entire code when optimizing it.
Kllrnohj wrote:
Wait wait wait, so you are claiming you know how graphics engines work internally because you can make a map? Bwahahahaha, yeah, I'm done with this.
I said I knew what a brush is. You can't map for a game that uses them for long without figuring out what they are, and how the engine uses them.
Kllrnohj wrote:
3D graphics engines have *ALWAYS* been solely polygon based (most exclusively use triangles, actually). There have *NEVER* been renders that worked directly on abstract concepts like "brushes".
I'm not talking about the renderer here. The game code in newer games are still using brushes to record where a polygon should be drawn. It seems a much better choice to use solely models.
Kllrnohj wrote:
*facepalm* we AREN'T using them. That is what you don't seem to get. *NOBODY* is using Quake I and Doom I code.
If we aren't using them, why are we still using them?
Let me clarify here, if you don't already understand:
I'm talking about game code, not a graphics engine or a sound engine.
The fact that engines now use brushes, as we have discussed above, means that unnecessary optimization from older games is being done in modern engines.