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Professional Source Code
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Has anybody got a link to some free profesional source code, so I can get a picture of what the professionals do over at electronic arts or codemasters etc. I'm dying to know how complex their code is, and if I can ever get that far. Oh ... Do some of those major game companies use the stuff that nehe teaches in that tutorial, or is there stuff way out of this planet?
Thanks, I'l check it out.
Here is a list of proffesional games who are now free (to play): http://liberatedgames.com/gamelisting.php . The source are not always included so you'll have to dig a bit to find all the sources.
Beware professional code != good code. Have a look at http://thedailywtf.com/ if you want to be convinced.
Beware professional code != good code. Have a look at http://thedailywtf.com/ if you want to be convinced.
If you'd like, you could head over to id software's tech downloads, where you can get the Quake/QuakeII source among other things.
Thanks for the replies. I downloaded a few of the games as the first guy said, and tryed compiling them with VC++ 6.0, and none of them worked.
...But they where still good to look at, withough compiling. I got a fair idea.
...But they where still good to look at, withough compiling. I got a fair idea.
This is one of the great things about Open Source.
I cannot understand why hobby programmers insist on not giving out their source code with their games. When comparing what some guy in his bedroom has written compared to the offering of a professional company it does sound kind of absurd.
I cannot understand why hobby programmers insist on not giving out their source code with their games. When comparing what some guy in his bedroom has written compared to the offering of a professional company it does sound kind of absurd.
Woops, the above post is by me lol. I though I was logged in :/
A good place to learn techniques used in professional games is the IOCCC. Take a look at some of the entries and try to decipher them and figure out what they do, then run it and see if your guess was right.
This essay/article/book is also very important if you ever plan on programming professionally. (You can also learn from it by *not* doing what it says)
This essay/article/book is also very important if you ever plan on programming professionally. (You can also learn from it by *not* doing what it says)
I'm making a flight sim using the Freespace 2 source code. There are some very ugly things going on it there. Unless I want to rewrite major parts of the code I just have to go with it and do what they do.
The Quake series is terrible for explaining how to write good good, great games? Sure. Great code? Ehhhhhh.
If you're looking for some generally very well done code, I'd check out some stuff by Paul Nettle on his Fluid Studios webpage. Note that he's using some odd HTML trickery on that page, the stuff you want's on the Source Code page. That's what I see as "production quality" code.
If you're looking for some generally very well done code, I'd check out some stuff by Paul Nettle on his Fluid Studios webpage. Note that he's using some odd HTML trickery on that page, the stuff you want's on the Source Code page. That's what I see as "production quality" code.
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Original post by Sijmen
Hmm, how about Quake 3? It seems like the source has already been released (look at this page), but the downloads don't work for me. Any mirrors or such?
Ahh, mad. Im gunna check out that source. Hopefully I can actually compile it :/
Most commercial apps are driven by time-to-market and artificial deadlines like needing to release in time for Christmas. These sorts of pressures do not encourage high-quality code, especially in games where you have a relatively short shelf-life and little or no long-term maintenance requirement.
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