> I'm finding it very difficult to make tech > notes to be honest. For instance, initially I thought the intro > training level described in the GDD will enable me to document what we > want to use from the sdk for our game. From a game-logic POV, we should be able to pick out all the key features we need to implement from the GDD as it stands. > there is just so much information in the source code > its overwhelming. Aye. Thats why I came up "The basics" list of classes & concepts. To be completely honest, I don't think we shall have time to document more than the basics before deadline. > I looked at MLK's > GameEntity doc and thats fine, as its a BaseEntity class we know we're > going to have to use it, and the information provided by MLK is > concise and pertinent. I've chosen to do graphics, and I was looking Ta :), If you are stuck for stuff to do, you could always do one of the other Base* classes :D > thru the graphics classes. I've come across bump-map code, > pixel/vertex shader code, lighting code, but are we going to use all > of this? Also most of the visual effects will probably done by the Not being a graphics man, I've no idea what is considered "the basics" in the graphics world. For now I'd stick to docing that, I know it is dull as <explitive/>, but it needs to be done. I'm guessing this would be setting models & animations, changing basic rendering modes, sprites/billboards, maybe accessing the graphics context. Then move on to outlining the fun stuff. Just classes of intrest (like The class C_FunkyEffect in file funkyeffect.h does funky effect), then expand when we have more details from the GDD++ and/or concept art (or if it is a funky effect you are really intrested in, doc it anyway, and crowbar it into the game :D ) Anyway, that is my thoughts on it. Mike -- Mike Lee [ mlk@xxxxxxxxx ] "Life's not fair, But the root password helps." -BOFH DSL Komplett von GMX +++ Supergünstig und stressfrei einsteigen! AKTION "Kein Einrichtungspreis" nutzen: http://www.gmx.net/de/go/dsl