i’m looking for information to help me to read the source of Quake 2.
same for xf86vm (yes i’m under Linux).
also, i started to write a console. then what i have to do (in order to learn)?
loading a quake 2 model or map?
try to write a little mesh editor?
I just started looking over the code for Tenebrae Quake. I’m guessing the ideas are similiar for Quake 2. http://tenebrae.sourceforge.net/index.php
I started at the R_RenderView function in gl_rmain.c and just started tracing through the code.
I used graphviz to build up a flow chart of the program. http://www.research.att.com/sw/tools/graphviz/
I can’t really help you more than that. My suggestion is that you start at a file that your interested in and then start diagraming it out.
I’m certainly not aware of any place that will teach you how to read a professional gaming engine written by a pro. Other than to just look over it as long as needed. What this requires is a very good understanding of not only programming but of engine design, graphics, etc. An engine such as the Q2 engine is not an easy thing to grasp at first. What I did to understand how Quake2 worked was I started at the program’s entry point (main) and just traced code from there. When I came to a function that looked interesting or had no freaking clue what it did, I’d then go and trace the code for that function. To understand a big project like this, it’s going to take a long time of looking over the code before you start to understand what’s going on.
Originally posted by SirKnight:
I’m certainly not aware of any place that will teach you how to read a professional gaming engine written by a pro.
Can we move this thread? Preferrably to www.gamedev.net/beginning game programming?
PK & SirKnight : thank. in fact it’s what i do.
jwatte : what do you mean? must i repost that tread in gamedev?