a1batross on Nostr: Started to write a documentation on GoldSource APIs, mostly figured out by reading ...
Started to write a documentation on GoldSource APIs, mostly figured out by reading Xash3D, Half-Life SDK and a lot of decompiled code.
(I'm not the best technical writer, but you still can support me by donating at https://boosty.to/a1ba)
For now, there isn't much of it, only client.dll exports and initialization process is described, but I plan to make it into a proper book through the course of this year, explaining the engine functions set, the way how prediction and lag compensation works, the SDK additions GoldSrc got, the engine behavior mods rely on, so in theory some advanced Quake fork might be able to implement it without resorting to reading decompiled code.
In the future, I want to be able to use this to drop Xash3D dependency on proprietary Half-Life SDK header files.
It is published at https://github.com/FWGS/xash3d-fwgs/tree/apidocs/Documentation/api
(I'm not the best technical writer, but you still can support me by donating at https://boosty.to/a1ba)
For now, there isn't much of it, only client.dll exports and initialization process is described, but I plan to make it into a proper book through the course of this year, explaining the engine functions set, the way how prediction and lag compensation works, the SDK additions GoldSrc got, the engine behavior mods rely on, so in theory some advanced Quake fork might be able to implement it without resorting to reading decompiled code.
In the future, I want to be able to use this to drop Xash3D dependency on proprietary Half-Life SDK header files.
It is published at https://github.com/FWGS/xash3d-fwgs/tree/apidocs/Documentation/api