source-sdk-2013 | The 2013 edition of the Source SDK | SDK library

 by   ValveSoftware C++ Version: Current License: Non-SPDX

kandi X-RAY | source-sdk-2013 Summary

kandi X-RAY | source-sdk-2013 Summary

source-sdk-2013 is a C++ library typically used in Utilities, SDK applications. source-sdk-2013 has no bugs, it has no vulnerabilities and it has medium support. However source-sdk-2013 has a Non-SPDX License. You can download it from GitHub.

Source SDK Copyright(c) Valve Corp. THIS DOCUMENT DESCRIBES A CONTRACT BETWEEN YOU AND VALVE CORPORATION ("Valve"). PLEASE READ IT BEFORE DOWNLOADING OR USING THE SOURCE ENGINE SDK ("SDK"). BY DOWNLOADING AND/OR USING THE SOURCE ENGINE SDK YOU ACCEPT THIS LICENSE. IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE PLEASE DON’T DOWNLOAD OR USE THE SDK. You may, free of charge, download and use the SDK to develop a modified Valve game running on the Source engine. You may distribute your modified Valve game in source and object code form, but only for free. Terms of use for Valve games are found in the Steam Subscriber Agreement located here: You may copy, modify, and distribute the SDK and any modifications you make to the SDK in source and object code form, but only for free. Any distribution of this SDK must include this LICENSE file and thirdpartylegalnotices.txt.
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              source-sdk-2013 has a medium active ecosystem.
              It has 3388 star(s) with 1897 fork(s). There are 326 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 208 open issues and 228 have been closed. On average issues are closed in 179 days. There are 47 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of source-sdk-2013 is current.

            kandi-Quality Quality

              source-sdk-2013 has no bugs reported.

            kandi-Security Security

              source-sdk-2013 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              source-sdk-2013 has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

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              source-sdk-2013 releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            source-sdk-2013 Key Features

            No Key Features are available at this moment for source-sdk-2013.

            source-sdk-2013 Examples and Code Snippets

            No Code Snippets are available at this moment for source-sdk-2013.

            Community Discussions

            Trending Discussions on source-sdk-2013

            QUESTION

            Source engine - Acceleration formula
            Asked 2022-Feb-22 at 18:17

            I was going through the player movement code for the source engine when I stumbled upon the following function:

            ...

            ANSWER

            Answered 2022-Feb-22 at 18:17
            My Interpretation

            I think author make wishspeed simply act as scaler for accel, so the speed of currentspeed reach the wishspeed linear correlated to magnitude of the wishspeed, thus make sure the time required for currentspeed reach the wishspeed is approximately the same for different wishspeed if other parameters stay the same.

            And reason above that is because this could create some sort of urgent and relaxing effects which author desired for character's movement, i.e when speed we wish for character is big(small) then character's acceleration is also big(small), no matter sprint or jog, speed change well be finished in roughly same time period.

            And player->m_surfaceFriction is even more obvious, author just want an easy(linear) way to let surface friction value affect player's acceleration.

            Some advice

            From my own experience, when trying to understand the math related mechanism inside the realm of game development, especially physics or shader, we should focus more on the end effect or user experience the author trying to create instead of the mathematical rigor of the formula.

            We shouldn't trap ourselves with question like: is this formula real? or the formula make any physical sense?

            Well, if you look and any source code of physics simulation engine, you'll find out most of them if not all of them does not using real life formula, instead they rely on bunch of mathematical tricks to create the end effect that mimic our expectation of real life physics.

            E.g, PBD or XPBD one of the most widely used algorithm for cloth or softbody simulation, as name suggest, is position based dynamic, meaning they modify the particle's position explicitly, not as one may expected in a implicit way like in real life (force effect velocity then effect position), why do we using algorithm like this? because it create the visual effect match our expectation better.

            Source https://stackoverflow.com/questions/71100809

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install source-sdk-2013

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone ValveSoftware/source-sdk-2013

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