Author Topic: Code Documentation or Developer Resources  (Read 5247 times)

Aces

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Code Documentation or Developer Resources
« on: August 16, 2006, 05:16:33 am »
Hi,

I've read a lot of good things about Tremulous and believe it may be ideal for a project I am about to begin.  I need an open source, multiplayer fps that I can use as a base to write code for a useability / human factors research project.

So far, I have not found any documentation to help a developer understand the Tremulous architecture or any guides/tutorials for modifying or extending the game.  Does this documentation exist somewhere that I am missing?  Or do any of the main developers have documentation not currently published that they would considering giving out to interested parties?

Alternatively, if Tremulous lacks such documentation or has a very steep learning curve to work with the code, do you know of other open source first person shooters which may better suit my needs?  (A game which is inferior to Tremulous from a players perspective may still be a better match for someone looking at the game from a developer perspective)

Thanks!  If everything works out you may be seeing a lot of me for the next 18 months :)

kevlarman

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« Reply #1 on: August 16, 2006, 05:24:21 am »
i would recommend sticking to quake3 (which tremulous is based on) because it is more generic than tremulous (which has had changes made to it specifically to acommodate aliens vs. humans) and has a lot more documentation about how to hack it.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Moofed

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« Reply #2 on: August 16, 2006, 01:48:28 pm »
Tremulous is based off of ioquake3 which is an improved version of the quake3 source that id software GPL'd.

vcxzet

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Code Documentation or Developer Resources
« Reply #3 on: August 16, 2006, 02:06:32 pm »
q3 for game engine
xreal is based on q3 and it is more up to date but slow as hell (for the time being)
or if you want a real time oo 3d rendering engine use ogre a little  slower wrt other engines but can be optimized as you specialize it for your needs

Thorn

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Code Documentation or Developer Resources
« Reply #4 on: August 16, 2006, 02:31:19 pm »
Quote from: "vcxzet"

or if you want a real time oo 3d rendering engine use ogre a little  slower wrt other engines but can be optimized as you specialize it for your needs


    *  Mesh Creation - It is very time consuming (CPU wise) to generate a new mesh on the fly. Due to the nature of the vertex and index buffers, they are not able to be updated easily, especially in C#.. but the problem exists in C++ as well.. This means CPU time is chewed up pushing the vertex&tri information through the bus to the Graphics card, sapping precious frame time.
    * Node types - due to the scene graph implementation, each entity is assigned to a node. A Node has a position etc which Ogre then uses in its rendering black box to render the entities attached to the node. This works well for most games, but can cause problems in big areas..
    * Resource System - I straight up dont like it.. Throwing exceptions left and right when something is missing.. its a bit backwards.

tuple

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Code Documentation or Developer Resources
« Reply #5 on: August 16, 2006, 04:42:34 pm »
Isn't the code it's own documentation?  :P

MadMan2k

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« Reply #6 on: August 16, 2006, 04:55:08 pm »
Quote from: "tuple"
Isn't the code it's own documentation?  :P

exactly. you still can run doxygen over it to extract all the comments and get an inheritance diagam.

kozak6

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Code Documentation or Developer Resources
« Reply #7 on: August 16, 2006, 10:07:20 pm »
If Tremulous doesn't work out, you could try Nexuiz (which runs on Darkplaces).  They have an excellent community as well, so they probably would be able to help.

http://www.alientrap.org/nexuiz/

Ksempac

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« Reply #8 on: August 17, 2006, 01:34:33 am »
Doom ?  :wink:

I m half joking here, but the source code of Doom has been released for years, and thx to that there are many mods that makes it playable on recent PC (like Jdoom). There has been also a lot of other things made with this engine, some of them very weird, such as this one
url=http://tremulous.net][/url]

Paradox

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« Reply #9 on: August 17, 2006, 01:40:54 am »
Maby when XNA comes out, we could get an Xbox360 version? Hint hint.

∧OMG ENTROPY∧

kozak6

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« Reply #10 on: August 17, 2006, 02:32:07 am »
There are a lot of open source Q1 and Q2 things you could use as well.

next_ghost

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« Reply #11 on: August 17, 2006, 10:43:28 am »
You can visit Code3Arena to find some stuff about Quake3 coding basics and code structure.

Anyway, this forum really needs separate coding section.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Teiman

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« Reply #12 on: August 17, 2006, 03:18:36 pm »
I have read somewhere that the way SLIDEBOX work on Quake engines and realistic phisics librarys dont mix well.

The hub for enginecoding is www.quakesrc.org
On this site meet Q1, Q2 and Quake3 enginecoders, modders, and some users. And Is often a good read and friendly cool people :D