Thread: RE: [GD-General] Architecture Design
Brought to you by:
vexxed72
From: Jamie F. <ja...@qu...> - 2001-10-08 10:15:00
|
People design code? :) Sorry, in my experience, there's some division of tasks (someone writes renderer, physics, whatever), then it gets glued together. Very little design work.... Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Parveen Kaler Sent: 07 October 2001 23:10 To: gam...@li... Subject: [GD-General] Architecture Design Just a little bit of a survey. After the gameplay and story of a game has been somewhat fleshed out, what kind of techniques do you guys use to design the code? I'm assuming everyone uses diagrams such as ORDs, ERDs, and DFDs or some variant. Is this true? How detailed do you guys get? Does anyone get hardcore and actually use UML and tools like Rational Rose? Are there people out there who have worked on both game projects and common desktop applications? How did the design techniques differ, if at all? Parveen _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general |
From: Jamie F. <ja...@qu...> - 2001-10-08 11:52:36
|
Maybe the leads should have an idea of how everything works. Haven't seen it happen. Depending on what you mean by 'how everything works' :) Code has to be discussed, yes. Communication is obviously vital. I do think design should work, and should help. Just haven't experienced it.... Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Tom Nuydens Sent: 08 October 2001 12:39 To: gam...@li... Subject: RE: [GD-General] Architecture Design Hi, Even if you split up the work and just piece things together later on, I think at least _some_ design work is necessary. At the very least, shouldn't the project lead have an overview of how everything works? We don't get excessively formal about the design process either, but we do use UML class diagrams as a means of communication. I find the diagrams to be very helpful when trying to explain ideas to other team members (or the other way around). You _do_ occasionally discuss your code with your fellow team members, don't you? - Tom > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Erwin de Vries > Sent: Monday, October 08, 2001 12:50 > To: gam...@li... > Subject: Re: [GD-General] Architecture Design > > > I've never heard of this as well. I know the drill, but its > simply not worth it in most cases. For some cases it might > be, but generally there is no need for formal diagrams in > those cases. (IMO) > > Erwin > > (ARGH! Damn reply issues!) > > ----- Original Message ----- > From: "Jamie Fowlston" <ja...@qu...> > To: <gam...@li...> > Sent: Monday, October 08, 2001 12:14 > Subject: RE: [GD-General] Architecture Design > > > > People design code? :) > > > > Sorry, in my experience, there's some division of tasks (someone > > writes renderer, physics, whatever), then it gets glued > together. Very > > little design work.... > > > > Jamie > > > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...]On > Behalf Of > > Parveen Kaler > > Sent: 07 October 2001 23:10 > > To: gam...@li... > > Subject: [GD-General] Architecture Design > > > > > > Just a little bit of a survey. After the gameplay and > story of a game > > has been somewhat fleshed out, what kind of techniques do > you guys use > > to design the code? I'm assuming everyone uses diagrams > such as ORDs, > > ERDs, and DFDs or some variant. Is this true? How detailed do you > > guys get? > > > > Does anyone get hardcore and actually use UML and tools > like Rational > > Rose? Are there people out there who have worked on both game > > projects > and > > common desktop applications? How did the design techniques > differ, if > > at all? > > > > Parveen > > > > > > _______________________________________________ > > Gamedevlists-general mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > > > > _______________________________________________ > > Gamedevlists-general mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > > > > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general |
From: Philip H. <ph...@me...> - 2001-10-08 12:02:20
|
I appear to be in the minority so far but I do design code up front. I do= n=92t use any of the formal methods you mentioned but I have gotten =91hardcore= =92 in the past and done UML design for one subsystem, to see how it worked out.= In my opinion the tools aren=92t really good enough yet but the principle is good. When we=92re approaching a new system we discuss the problem with anyone = on the programming team that=92s interested and come up with a preferred solution, using UML for producing diagrams on the trusty whiteboard. Thes= e solutions are usually the combination of everyone=92s good ideas rather t= han a selection of good and bad ones from one person. Whoever is implementing the system then documents the approach we=92re ta= king. This often includes documenting the actual classes although usually only = the public functions (as we=92re using C++). This documentation stage is essential, it always throws up issues with the design and is the best tim= e to refine it. This also has the side effect of producing documents for newcomers to look at and get up to speed and everyone on the team has at least some idea of how all the systems work. In my experience this approach is always quicker than just sitting down a= nd writing the code. Not to mention the fact the code will be more robust an= d need a lot less changes. In the past the code which causes problems has b= een that which was put together without being designed first. Invariably the code is then revised and expanded as the project=92s needs are really understood. I could go on for a long time about this but in my opinion anyone who doe= sn=92 t do at least some design work on code is very unwise. It=92s not easy to= get right, you can very easily over design but with a bit of practice the benefits are immense. Philip Harris BatFish Studios Ltd > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Jamie Fowlston > Sent: 08 October 2001 12:52 > To: gam...@li... > Subject: RE: [GD-General] Architecture Design > > > Maybe the leads should have an idea of how everything works. > Haven't seen it > happen. Depending on what you mean by 'how everything works' :) > > Code has to be discussed, yes. Communication is obviously vital. > > I do think design should work, and should help. Just haven't experience= d > it.... > > Jamie > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Tom Nuydens > Sent: 08 October 2001 12:39 > To: gam...@li... > Subject: RE: [GD-General] Architecture Design > > > Hi, > > Even if you split up the work and just piece things together later on, = I > think at least _some_ design work is necessary. At the very least, > shouldn't the project lead have an overview of how everything works? > > We don't get excessively formal about the design process either, but we > do use UML class diagrams as a means of communication. I find the > diagrams to be very helpful when trying to explain ideas to other team > members (or the other way around). You _do_ occasionally discuss your > code with your fellow team members, don't you? > > - Tom > > > > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...] On > > Behalf Of Erwin de Vries > > Sent: Monday, October 08, 2001 12:50 > > To: gam...@li... > > Subject: Re: [GD-General] Architecture Design > > > > > > I've never heard of this as well. I know the drill, but its > > simply not worth it in most cases. For some cases it might > > be, but generally there is no need for formal diagrams in > > those cases. (IMO) > > > > Erwin > > > > (ARGH! Damn reply issues!) > > > > ----- Original Message ----- > > From: "Jamie Fowlston" <ja...@qu...> > > To: <gam...@li...> > > Sent: Monday, October 08, 2001 12:14 > > Subject: RE: [GD-General] Architecture Design > > > > > > > People design code? :) > > > > > > Sorry, in my experience, there's some division of tasks (someone > > > writes renderer, physics, whatever), then it gets glued > > together. Very > > > little design work.... > > > > > > Jamie > > > > > > -----Original Message----- > > > From: gam...@li... > > > [mailto:gam...@li...]On > > Behalf Of > > > Parveen Kaler > > > Sent: 07 October 2001 23:10 > > > To: gam...@li... > > > Subject: [GD-General] Architecture Design > > > > > > > > > Just a little bit of a survey. After the gameplay and > > story of a game > > > has been somewhat fleshed out, what kind of techniques do > > you guys use > > > to design the code? I'm assuming everyone uses diagrams > > such as ORDs, > > > ERDs, and DFDs or some variant. Is this true? How detailed do you > > > guys get? > > > > > > Does anyone get hardcore and actually use UML and tools > > like Rational > > > Rose? Are there people out there who have worked on both game > > > projects > > and > > > common desktop applications? How did the design techniques > > differ, if > > > at all? > > > > > > Parveen > > > > > > > > > _______________________________________________ > > > Gamedevlists-general mailing list > > > Gam...@li... > > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > > > > > > > _______________________________________________ > > > Gamedevlists-general mailing list > > > Gam...@li... > > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > > > > > > > > > > > > _______________________________________________ > > Gamedevlists-general mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > |
From: Warrick B. <War...@po...> - 2001-10-08 12:01:10
|
There always seems to have been two factions in the programming world: those who understand intimately what they are doing and can write almost what they want off the mark, and those who need to sit down and think about it a lot longer before they can write even a comment. I'm currently suffering in a situation caused by the former and at my last job suffered from the latter (And ones before that suffered from people not having a clue ;). It seems no one has ever managed to find the happy medium for any project - it's either over designed or no design. It's particularly interesting when the two factions meet in heated debate as one side sees the other as idiots because they can't visualise code in their head and the other side sees imbeciles who obviously can't write software. I admit that I verge on the under designed side of things - partly because I know things will have to be changed with respect to any initial design - especially when a team of people is involved. Ideally I'd love to have design documents that would be used as guidelines rather than bibles. Currently I tend to have one none formal overview of the 'current' architecture with a summary of how it's intended to work that's always handy for meetings - other documentation and design will generally be produced anyway by people as it is needed for their own benefit or as recognised by the team (These notes can later be consolidated into 'official' documentation). It's all too easy for some people to spend all their time 'designing' rather than writing code! Of course when a projects finished it's definitely worth documenting more thoroughly (Generally during the final testing phases) in case you ever want to reuse(!) your project! Wow that was longer than intended! I'm just glad no one got me started on hungarian notation and people who comment every line of code.... My 2 pennies worth anyway ;) Warrick. -----Original Message----- From: Erwin de Vries [mailto:er...@vo...] Sent: 08 October 2001 11:50 To: gam...@li... Subject: Re: [GD-General] Architecture Design I've never heard of this as well. I know the drill, but its simply not worth it in most cases. For some cases it might be, but generally there is no need for formal diagrams in those cases. (IMO) Erwin (ARGH! Damn reply issues!) ----- Original Message ----- From: "Jamie Fowlston" <ja...@qu...> To: <gam...@li...> Sent: Monday, October 08, 2001 12:14 Subject: RE: [GD-General] Architecture Design > People design code? :) > > Sorry, in my experience, there's some division of tasks (someone writes > renderer, physics, whatever), then it gets glued together. Very little > design work.... > > Jamie > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Parveen Kaler > Sent: 07 October 2001 23:10 > To: gam...@li... > Subject: [GD-General] Architecture Design > > > Just a little bit of a survey. After the gameplay and story of a game has > been somewhat fleshed out, what kind of techniques do you guys use to > design the code? I'm assuming everyone uses diagrams such as ORDs, ERDs, > and DFDs or some variant. Is this true? How detailed do you guys get? > > Does anyone get hardcore and actually use UML and tools like Rational > Rose? Are there people out there who have worked on both game projects and > common desktop applications? How did the design techniques differ, if at > all? > > Parveen > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general |
From: Tom F. <to...@mu...> - 2001-10-08 12:26:21
|
Hmmm.... these words - "design technique" - what do they mean? :-) I hate to break this to you, but generally we just open up a text editor and start coding. Obviously we do design stuff. And we redesign stuff that was a cheap hack into decent solid systems. But so far I have never seen anyone ever document anything in a game except script languages - and that's just because we let outsiders write scripts. And the docs were _docs_ and written after the code was, not _specs_ and written before. We just find that games change so fast that any design is instantly out of date by the time you write to code. You find the code needs to do something different, needs to be adapted, needs to be quicker/cheaper, or needs to be better and more robust. "Code rot" is a huge poblem anyway - adding the "design" process would just make it even slower. And no, design wouldn't help the code rot - these are _games_, not spreadsheets. At least 50% of that is just coding something to see if it works and plays well. IIRC, for StarTopia we had five different AI navigation systems (whittled down to one), six different cameras (of which we only finally used three, and two of those in very specific circumstances), several different method of building/laying out things, loads of different UI panels and so on. We _did_ have game design documents, but so much stuff that looks good on paper ends up being wrong when put in a game. We will still do gameplay design though, simply because it makes sure we're all signing from the same songsheet. But we all know it will change massively through the project. In these debates, there seem to be three sorts of people: -People who have coded actual games. -People who listen to people who have coded games. -People who believe in design documents for games. Tom Forsyth - Muckyfoot bloke. What's he up to now (and can I have a go)? http://www.eidosinteractive.com/downloads/search.html?gmid=86 > -----Original Message----- > From: Parveen Kaler [mailto:pk...@sf...] > Sent: 07 October 2001 23:10 > To: gam...@li... > Subject: [GD-General] Architecture Design > > > Just a little bit of a survey. After the gameplay and story > of a game has > been somewhat fleshed out, what kind of techniques do you guys use to > design the code? I'm assuming everyone uses diagrams such as > ORDs, ERDs, > and DFDs or some variant. Is this true? How detailed do you > guys get? > > Does anyone get hardcore and actually use UML and tools like Rational > Rose? Are there people out there who have worked on both > game projects and > common desktop applications? How did the design techniques > differ, if at all? > > Parveen |
From: Philip H. <ph...@me...> - 2001-10-08 17:15:04
|
> In these debates, there seem to be three sorts of people: > > -People who have coded actual games. > -People who listen to people who have coded games. > -People who believe in design documents for games. You'd have to add a fourth to cover me... -People who have coded actual games and as a result believe in design documents. And I'm not alone, although maybe on this list :) Philip Harris |
From: Jeremy G. <jga...@nc...> - 2001-10-08 15:08:00
|
We use both use-case analysis (UML) and XP methodologies, as odd a combo as that sounds. Both work well in different situations - UML works especially well with C++ coding, since the barrier to change after you code is high, even=20 with refactoring techniques - for instance, headers, constructors all must be rewritten, etc. Extreme Programmming is great with easier-to-code languages=20 like Python, since the cost of change is much smaller. In all cases, however,=20 some beforehand design saves a lot of future changes, and some ability to be=20 flexible when the spec changes is quite useful too. -jg > -----Original Message----- > From: Tom Nuydens [mailto:t.n...@vr...] > Sent: Monday, October 08, 2001 6:39 AM > To: gam...@li... > Subject: RE: [GD-General] Architecture Design >=20 >=20 > Hi, >=20 > Even if you split up the work and just piece things together=20 > later on, I > think at least _some_ design work is necessary. At the very least, > shouldn't the project lead have an overview of how everything works? >=20 > We don't get excessively formal about the design process=20 > either, but we > do use UML class diagrams as a means of communication. I find the > diagrams to be very helpful when trying to explain ideas to other team > members (or the other way around). You _do_ occasionally discuss your > code with your fellow team members, don't you? >=20 > - Tom >=20 >=20 |
From: Evil K. <evi...@ho...> - 2001-10-08 18:01:15
|
fly by the seat of your pants is something I'm used to ! I try to design stuff logically, I think about what I would need to get a base working, then I extend it to support stuff I want, say 3d, or 2d, then I just add more and more until I have the system I want, it's evolutionary design and it usually gives the best designs, it's the same technique the russians used in designing their rockets in the race to the moon, it takes longer to implement something than a clear cut, on paper design, but the designs are usually (depending on the design team) better... think about it this way, the russians were 20 years ahead of the americans at designing rocket boosters, but their designs took longer to implement, so whilst the americans went to the moon, the russians didnt, that was in 1970s, in the 1990 americans were entering russia and hearing about MK33 rockets and how amazing they were, by now a 20 year old design, guess what? they outperformed american technology of the 1990's, even with the americans improving their designs over the last 20 years and are now the base of many rockets that were designed after their discovery by the americans :) so, evolutionary design, if you can afford more time and dont mind flying by the seat of your pants, this is what I would suggest kosh |
From: neo b. <ne...@mw...> - 2001-10-09 10:46:48
|
I divide it up into macro and micro design. Macro design is the overall interaction of everything. We will have 3D, we will have physics, we will have arguments ;> Then I go off and code tons of test apps which implement/test ideas, etc and give me an idea of what it is exactly I'm dealing with. Once I've hacked it do death, played with it and broken it, I have a much clearer understanding of what it involves. Then it becomes a 'design' with specific interfaces and capabilities, and I know sorta how to keep it open enough. That's basically the middle way which brings together my inherent urge for purity and simplicity stewed with real world ingredients. And of course this is recursive. Hack in slash in the backyard, then clean it up for inside the house... layder neo -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Evil Kosh Sent: 08 October 2001 07:48 To: GameDev General ML Subject: Re: [GD-General] Architecture Design fly by the seat of your pants is something I'm used to ! I try to design stuff logically, I think about what I would need to get a base working, then I extend it to support stuff I want, say 3d, or 2d, then I just add more and more until I have the system I want, it's evolutionary design and it usually gives the best designs, it's the same technique the russians used in designing their rockets in the race to the moon, it takes longer to implement something than a clear cut, on paper design, but the designs are usually (depending on the design team) better... think about it this way, the russians were 20 years ahead of the americans at designing rocket boosters, but their designs took longer to implement, so whilst the americans went to the moon, the russians didnt, that was in 1970s, in the 1990 americans were entering russia and hearing about MK33 rockets and how amazing they were, by now a 20 year old design, guess what? they outperformed american technology of the 1990's, even with the americans improving their designs over the last 20 years and are now the base of many rockets that were designed after their discovery by the americans :) so, evolutionary design, if you can afford more time and dont mind flying by the seat of your pants, this is what I would suggest kosh _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general |
From: Brooks B. <br...@on...> - 2001-10-10 14:54:39
|
>You mean, like Michelangelo? :) (Isn't he the one who described his >process that way?) In the Smithsonian there is a "cartoon" done by Michelangelo (I think...maybe it was Rafael?). Cartoons are design sketches done by the artist prior to beginning an actual painting. The sketch is worked over heavily - things are erased and moved around until the artist is happy with the final design. The cartoon is very messy. At that point the artist punches holes all along the outlines of the cartoon. They then attach the cartoon to the final media (wall for a mural, canvas for a painting) and throw charcoal dust on it. The charcoal goes through the holes and leaves a connect-the-dot framework that the artist then paints on. Sooooo.... there is some level of framework design in paintings of the masters. I was really suprised - I just thought they were so good they just winged it. (Also, since the cartoons were destroyed usually, they are incredibly valuable today). >Back on topic, the bad pitfall I've seen in detailed top-down engine >designs, is when you break things down into sensible pieces with sensible >interfaces, and some of the boxes implicitly contain things like "robust >rigid and soft body physics solver", "automatic all-purpose 3rd person >cinematic camera", "human-like real-time learning neural net AI". > I call this the fractal code coastline problem. You can keep breaking things down. But you can't see the total detail until you have broken it down to the atomic level of code. The worst thing about design work is that it is tempting (for management) to look at all those boxes and assign times to them to arrive at a final schedule. But you can't tell how long the boxes take unless you break them all the way down to code again. So you miss the fractal multiplier that should be applied. >think about it this way, the russians were 20 years ahead of the americans >at designing rocket boosters, but their designs took longer to implement, so >whilst the americans went to the moon, the russians didnt One of the more interesting aspects of the American effort is that Von Braun and company skipped the detailed QA cycle. They were so confident in their design, and time was so short, that they simply test fired the final completed Saturn rocket. It worked. This saved a tremendous amount of time. Had the rocket failed it would have been a huge setback. The Russian designs did not work out of the gate. So in a way the speed of the US program is probably more a result of careful conservative design than of aggresive forward thinking design. |
From: Erwin de V. <er...@vo...> - 2001-10-08 11:20:46
|
I've never heard of this as well. I know the drill, but its simply not worth it in most cases. For some cases it might be, but generally there is no need for formal diagrams in those cases. (IMO) Erwin (ARGH! Damn reply issues!) ----- Original Message ----- From: "Jamie Fowlston" <ja...@qu...> To: <gam...@li...> Sent: Monday, October 08, 2001 12:14 Subject: RE: [GD-General] Architecture Design > People design code? :) > > Sorry, in my experience, there's some division of tasks (someone writes > renderer, physics, whatever), then it gets glued together. Very little > design work.... > > Jamie > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Parveen Kaler > Sent: 07 October 2001 23:10 > To: gam...@li... > Subject: [GD-General] Architecture Design > > > Just a little bit of a survey. After the gameplay and story of a game has > been somewhat fleshed out, what kind of techniques do you guys use to > design the code? I'm assuming everyone uses diagrams such as ORDs, ERDs, > and DFDs or some variant. Is this true? How detailed do you guys get? > > Does anyone get hardcore and actually use UML and tools like Rational > Rose? Are there people out there who have worked on both game projects and > common desktop applications? How did the design techniques differ, if at > all? > > Parveen > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > |
From: Tom N. <t.n...@vr...> - 2001-10-08 11:39:05
|
Hi, Even if you split up the work and just piece things together later on, I think at least _some_ design work is necessary. At the very least, shouldn't the project lead have an overview of how everything works? We don't get excessively formal about the design process either, but we do use UML class diagrams as a means of communication. I find the diagrams to be very helpful when trying to explain ideas to other team members (or the other way around). You _do_ occasionally discuss your code with your fellow team members, don't you? - Tom > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Erwin de Vries > Sent: Monday, October 08, 2001 12:50 > To: gam...@li... > Subject: Re: [GD-General] Architecture Design > > > I've never heard of this as well. I know the drill, but its > simply not worth it in most cases. For some cases it might > be, but generally there is no need for formal diagrams in > those cases. (IMO) > > Erwin > > (ARGH! Damn reply issues!) > > ----- Original Message ----- > From: "Jamie Fowlston" <ja...@qu...> > To: <gam...@li...> > Sent: Monday, October 08, 2001 12:14 > Subject: RE: [GD-General] Architecture Design > > > > People design code? :) > > > > Sorry, in my experience, there's some division of tasks (someone > > writes renderer, physics, whatever), then it gets glued > together. Very > > little design work.... > > > > Jamie > > > > -----Original Message----- > > From: gam...@li... > > [mailto:gam...@li...]On > Behalf Of > > Parveen Kaler > > Sent: 07 October 2001 23:10 > > To: gam...@li... > > Subject: [GD-General] Architecture Design > > > > > > Just a little bit of a survey. After the gameplay and > story of a game > > has been somewhat fleshed out, what kind of techniques do > you guys use > > to design the code? I'm assuming everyone uses diagrams > such as ORDs, > > ERDs, and DFDs or some variant. Is this true? How detailed do you > > guys get? > > > > Does anyone get hardcore and actually use UML and tools > like Rational > > Rose? Are there people out there who have worked on both game > > projects > and > > common desktop applications? How did the design techniques > differ, if > > at all? > > > > Parveen > > > > > > _______________________________________________ > > Gamedevlists-general mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > > > > _______________________________________________ > > Gamedevlists-general mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > > > > > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > |