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Author Topic: the critical need for detailed documentation  (Read 490 times)
ostrogoth
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« on: August 09, 2010, 08:09:36 AM »

I come from a world of OOP, C++, C and other languages. But I am also an keen game designer, although I am beginning on that particular road. I have researched competitor products for the browser game development. The only significant others [I will of course, mention no names] were two to date. The first of these was very code light - to such an extent that all the code had to be directly associated with objects in the game. they acted in fact just as member functions in a class. the other was Java /OGL but had little support and inadequate documentation for their engine.

Your game engine environment is code heavy.  To create a game past a certain complexity I believe you need two things. 1] the rendering engine + 2]the game engine. 1 is already provided by gamecore. 2 must be developed by us for complex games. It must be done in code. Because this must be done in gsl, you site is by necessity,  the ultimate library of this knowledge.  A critical need for complex games is advanced data types [ADTs] - things like stacks, queues, lists, trees, BSPs, graphs etc. I have read a great deal of your documentation and also the angelcode stuff. I believe there is a crying need for highly detailed, exhaustive, comprehensive and thorough documentation to assist in creation of complex games. They are data driven. Specialist user defined data types are usually a must. This could include a combination of types of ADTs. frequent and copious examples are vital all through the text. numerous and varied completed code projects in full source code are always useful. Normally, in the case of specialist APIs/Libraries interfacing with standard languages and their compilers, there is no stress on getting the Docs on the standard language. You can never stop hunting and finding better books and resources [as in C, C++]. So long as the API/Library is verbosely and thoroughly documented there is no potential for stress. In the case of gamecore, however, you have to cover both bases yourselves. I know this is a lot tougher than the untold numbers who have C and the decades they have developed in it as a resource for documentation. Maybe you folks could find a way to delegate some multitude of documentation writers to help you. or maybe you could port C++ code into gsl.
Here ends the appeal for documentation and my reasons why.

thanks for your patience,
Ostrogoth.   






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pixel_legolas
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« Reply #1 on: August 09, 2010, 09:54:52 AM »

I agree that the documentation is basically what is missing for this beautiful baby. There is alot of snippets that can be found in different template etc. But I agree that more documentation is needed for you who really want to grasp it all, to make new things.
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DPF
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« Reply #2 on: February 25, 2012, 10:50:56 AM »

you must be ghey, real men don't ask for directions. (before you get up in an uproar, I could be a woman myself)

No, seriously, the object is to keep people guessing, and really just to find out who is smart enough to figure it out by themselves.

Given that 3D game development is extremely competitive, and that professional GameCore users are up and running producing commercial material, and even running online 3D development courses using 3D GameCore, there's no reason to waste time with slow people (speaking for myself).

I started with Beyond Virtual and have GameCore PRO, however, the  GameCore Pro licensing terms are so impractical and restrictive, that I only use Beyond Virtual for my self contained realtime 3D animation visualizations.

What ever improvements GameCore Pro has over Beyond Virtual do not justify the ridiculously convoluted and restrictive licensing terms.



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