HI. I'm a coder, only a QuakeC coder though. Never experienced with anything else but some Tribes script and HL1 code. (And I don't wanna jump into the newer engines' code because OO is shit imo)
I wouldn't use Valve's code as an example for anything. Any OOP in HL1 was layered on top of the Quake engine, which pretty uch gurantees a mess. The Unreal games seem to take the codebase of the previous game and add a new layer of inheritance on top for each iteration, quite a mess (the xPawn (player) seems to have…
Well, I'm no UnrealScript coder, sorry. Besides, i'm the one who's in need here :P KDR - I already can code in C. CheapHack was C and I hated OOP since I messed with Half-Life, was a brutal mess compared to what I did back in QuakeC.
(And I don't wanna jump into the newer engines' code because OO is shit imo) *smack*. That's called "closing the gap between problem space and solution space". Games involve lotsa objects (entities) so OOP is the best approach to that. As someone who started out with QBASIC I have often wished for OOP support in that…
i wish i had learnt how to do this years ago , but i am pretty bad at languages. Anyway , i thought i would ask , as i just cant find anyone to help me out .. at least you can code and make models
http://mods.moddb.com/3796/ Gargoyle Quake is a Darkplaces Q1 based mod (stand alone game maybe, but then i'll have to think of a new name) where every player is, of course: a gargoyle. Gargoyles are deadly menacing flying creatures here, not water spouts and statues. Currently the project is going under a revival with new…