Steve makes a good point. Items such as those require a much more formal
math background to understand. I'll be the first to admit I taught myself
the math I need to know for operations in 3d space, I do not have a formal
background what so ever. I think documenting items such as that would help
out most of us with a less formal background. Now that is not to say one
could not figure them out via googling, but would you rather waste 1 hour
googling and trying to understand what a Quaternion is or just having a
summary telling you what it does. I'd vote for the latter.

I also agree though that documenting accessors would be a waste of time, if
not silly. The name itself for an accessor describes what it does.

On Thu, Jan 15, 2009 at 10:29 AM, Steve Henderson <
steven.j.hender...@gmail.com> wrote:

> Andrew,
>
> I agree we shouldn't waste time with self documenting accessors
> (getters/setters).
>
> But here are a couple of counter examples that I had to figure out myself
> through wasteful trial and error
>
> AxisAngleQuaternion
> ConcatTransforms
> SetLocalTransform
>
> A lot of the 3D math functions are like this..they make sense to the
> authors, but are highly
> dependent on one's convention/education about various matrix
> operations and coordinate systems.
>
> Steve
>
>
> On Thu, Jan 15, 2009 at 1:09 PM, Andrew Ritchie <gotta...@gmail.com>
> wrote:
> > Wouldn't architectural designs showing class relationships be more
> pressing
> > than going through and commenting every single function with that format?
> > What's the biggest problem people are complaining about?  Is it that they
> > don't understand that int GetIDTarget() const; is a method that gets the
> id
> > of the target as an integer?  Or could it be that they don't understand
> how
> > classes interact and what things exist on the server and what on the
> client
> > and how those classes all tie together or inheret to create all the
> elements
> > of the game?
> >
> > If you are going to create a remotely useful guide it seems like you're
> > attacking the problem in very much the wrong way.  The proposal of
> creating
> > a fully commented version of the SDK is not only a huge amount of
> pointless
> > coding, exhausting to maintain properly but also a missunderstanding of
> the
> > difficulties.  If the original topic is still the topic at hand then it's
> > acquanting them with architecture and an easy to understand layout of how
> > the classes work rather than pedantic descriptions of specific methods
> that
> > you would want to create.
> >
> > I'd suggest tackling the theory of how Source is implemented before
> wasting
> > your time describing hundreds of self explaniatory methods without any
> > insight into how it's tied together.  For example with the GetIDTarget,
> it's
> > an example of client side maintained information that is later used by
> the
> > HUD to create a user name display and by player class to manipulate the
> head
> > angles so it appears to look at someone.  Something like that is far more
> > usefull, but on the same token you wouldn't put that into the code itself
> > you'd have it kept in an external documentation or somewhere.
> >
> > On Thu, Jan 15, 2009 at 5:53 PM, Steve Henderson <
> > steven.j.hender...@gmail.com> wrote:
> >
> >> Yes this is a good idea -- but how do we distribute it without
> >> violating Valve's Source SDK agreement (which says we can only
> >> redistro OBJ files)?
> >>
> >> It seems to me that we'd need them to agree to let us release just the
> >> commented functions and classes
> >> (without the underlying source code view as is exported by default
> >> with doxygen).
> >>
> >> Then as mentioned earlier, we could identify priority classes and
> >> split up the work using
> >> a version controlled MOD.  Then export only the classes and function
> >> documentation.
> >>
> >> But Valve would have to be OK with this.
> >>
> >> It would also be interesting if this documentation project could be
> >> distributed/viewed through the Steam
> >> client...I'm not a big steam fan, and would rather use my own
> >> browser...but this might allow
> >> for access to the documentation for licensed users only
> >>
> >> Steve
> >>
> >>
> >>
> >>
> >>
> >> On Thu, Jan 15, 2009 at 1:41 AM, James Luzwick <jluzw...@gmail.com>
> wrote:
> >> > I figured the basic idea is to create block comments above each
> function
> >> and
> >> > class javadoc style.  This would allow whomever is doing the
> >> documentation
> >> > to use doxygen ( 
> >> > http://www.stack.nl/~dimitri/doxygen/<http://www.stack.nl/%7Edimitri/doxygen/>
> <http://www.stack.nl/%7Edimitri/doxygen/>).
> >> >
> >> > For example, take this function from c_hl2mp_player.cpp (OB HL2
> >> Multiplayer
> >> > Code)
> >> >
> >> > /**
> >> >  * This returns the Player's ID Target
> >> >  *
> >> >  * @param  If I had any parameters I would describe them here.
> >> >  *
> >> >  * @return   The ID Target as an int.
> >> >  */
> >> > int C_HL2MP_Player::GetIDTarget() const
> >> > {
> >> >    return m_iIDEntIndex;
> >> > }
> >> >
> >> > The doxygen tool would then parse the file and discover this
> >> documentation
> >> > for the function and export it to a nicely formatted HTML page.
> >> >
> >> > The Apache guys commonly use this (well a lot of people use this) an
> >> example
> >> > of what it would look like, is this:
> >> >
> >> > Apache Xerces XML C++ Library (
> >> > http://xerces.apache.org/xerces-c/apiDocs-3/classes.html )
> >> >
> >> > On Wed, Jan 14, 2009 at 9:06 PM, Walter Gray <chrysal...@gmail.com>
> >> wrote:
> >> >
> >> >> Well, I hope it will be moot when the next version comes out, but
> right
> >> >> now I was thinking we could do both, and tag the version specific
> >> >> parts.  I just started a new mod, and was forced to go with EP1 for
> >> >> shader support.  I'd like to move away from it, but for now there are
> >> >> valid reasons for using either version, so I figure both versions
> should
> >> >> be supported.  I think the key thing here is to turn it into a more
> >> >> widespread community effort, which is what wikis are good for.
> >> >>    If you're working on a project, you add to the sections relevant
> to
> >> >> what you're working on, or volunteer some time when you have it.  I
> may
> >> >> not have too much time free for the latter, but I plan to do plenty
> of
> >> >> the former.  I'm trying to teach my teammates how to use Source so I
> >> >> figure if I'm going to be writing up notes, the least I can do is try
> >> >> and make them easily accessible.  I imagine that kind of thing is why
> >> >> Valve stuck the documentation on a publicly editable wiki in the
> first
> >> >> place.
> >> >>    I suspect the biggest roadblock right now is figuring out
> formatting
> >> >> and getting the basic framework in place so people have some kind of
> >> >> guideline to add to.  Nobody seems to like setting up the
> architecture,
> >> >> but once it's there and easy to add to, I expect people frequently
> >> >> will.  If someone would like to work with me on this or could offer
> some
> >> >> suggestions, please email me.  I'm trying to do it myself, but I'd
> >> >> really appreciate any assistance.
> >> >>
> >> >> Steve Henderson wrote:
> >> >> > Keeping the dream alive, here's another fundamental question --
> >> >> > should our efforts focus on EP1 or OrangeBox?
> >> >> >
> >> >> > On Wed, Jan 14, 2009 at 11:10 PM, Nick <xnicho...@gmail.com>
> wrote:
> >> >> >
> >> >> >> James is right. Nobody here is whining. We are discussing things
> that
> >> >> >> must be done to help all current and future developers of the
> source
> >> >> >> engine.
> >> >> >>
> >> >> >> If Valve refuses to recognize the need for more proper
> documentation,
> >> >> >> and more open tools, then I am willing to investigate other more
> >> >> >> documented, more open, and more widely used engines. Others have
> >> >> >> privately emailed me with more drastic actions, but I for one
> believe
> >> >> >> Valve will help us and not ignore us like they usually do.
> >> >> >>
> >> >> >> On Wed, Jan 14, 2009 at 8:56 PM, James Luzwick <
> jluzw...@gmail.com>
> >> >> wrote:
> >> >> >>
> >> >> >>> I don't think any of us are "whining", I call it "discussing".
>  I'm
> >> >> sure
> >> >> >>> everyone here "reads" the "tutorials" and uses what Valve has
> given
> >> us
> >> >> >>> graciously to it's full extent.  We were merely talking about
> ways
> >> of
> >> >> >>> expanding VDC to contain more "documentation".  I don't think
> anyone
> >> of
> >> >> us
> >> >> >>> is going to devote all of their resources to figuring out exactly
> >> what
> >> >> the
> >> >> >>> code does along with building the associated documentation.
> >> Although,
> >> >> I'm
> >> >> >>> sure people will chip in just like they have with the
> "tutorials".
> >> >> >>>
> >> >> >>> On Wed, Jan 14, 2009 at 6:02 PM, Marshall <psycha...@hotmail.com
> >
> >> >> wrote:
> >> >> >>>
> >> >> >>>
> >> >> >>>> Ok as much as a whole DB of source code would be nice, you guys
> are
> >> >> >>>> spending
> >> >> >>>> more time whining about not having the code, when in that time
> you
> >> >> could
> >> >> >>>> have gone to the VDC, looked up a tut, then checked the steam
> >> forums,
> >> >> then
> >> >> >>>> gone into your code, CNTRL+F ( a magical thing ) and :O!!
>  You've
> >> got
> >> >> >>>> yourself some code.  Ive only used the VDC steam forums, and
> tuts
> >> and
> >> >> Im
> >> >> >>>> still a hella noob, but shit I get stuff done by just raping
> tuts
> >> and
> >> >> >>>> taking
> >> >> >>>> parts I need.  Something I do is any code I find that's handy I
> >> take
> >> >> and
> >> >> >>>> stick into a notepad doc so if I need at again I just take a
> >> gander.
> >> >>  So
> >> >> >>>> meh.
> >> >> >>>>
> >> >> >>>> --------------------------------------------------
> >> >> >>>> From: "Tony Sergi" <to...@valvesoftware.com>
> >> >> >>>> Sent: Wednesday, January 14, 2009 5:37 PM
> >> >> >>>> To: "Discussion of Half-Life Programming" <
> >> >> hlcoders@list.valvesoftware.com
> >> >> >>>>
> >> >> >>>> Subject: Re: [hlcoders] Technical Design Document or Quick
> >> Reference
> >> >> Guide?
> >> >> >>>>
> >> >> >>>>
> >> >> >>>>> Well I started a particle tutorial, but I haven't had time to
> >> finish
> >> >> it,
> >> >> >>>>> and I think there's enough info about them now anyway. Granted,
> >> >> that's
> >> >> >>>>>
> >> >> >>>> not
> >> >> >>>>
> >> >> >>>>> strictly programming but it would have had some programming in
> it.
> >> >> >>>>> -Tony
> >> >> >>>>>
> >> >> >>>>>
> >> >> >>>>> -----Original Message-----
> >> >> >>>>> From: hlcoders-boun...@list.valvesoftware.com
> >> >> >>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> >> John
> >> >> >>>>> Standish
> >> >> >>>>> Sent: January-14-09 7:30 PM
> >> >> >>>>> To: Discussion of Half-Life Programming
> >> >> >>>>> Subject: Re: [hlcoders] Technical Design Document or Quick
> >> Reference
> >> >> >>>>> Guide?
> >> >> >>>>>
> >> >> >>>>> I wonder if this is any thoughts on putting more tutorials up
> on
> >> the
> >> >> >>>>>
> >> >> >>>> wiki?
> >> >> >>>>
> >> >> >>>>> On Wed, Jan 14, 2009 at 4:20 PM, Tony Sergi <
> >> to...@valvesoftware.com
> >> >> >
> >> >> >>>>> wrote:
> >> >> >>>>>
> >> >> >>>>>
> >> >> >>>>>> Some tutorials purposely didn't compile though ;)
> >> >> >>>>>> I always hated copy and paste ones, and I've even made some in
> >> the
> >> >> past,
> >> >> >>>>>> sadly.
> >> >> >>>>>> -Tony
> >> >> >>>>>>
> >> >> >>>>> _______________________________________________
> >> >> >>>>> 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
> >> >>
> >> >>
> >> > _______________________________________________
> >> > 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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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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