Re: [GD-General] Architecture Design
Brought to you by:
vexxed72
From: David H. <da...@hu...> - 2001-10-08 14:36:48
|
Phew - I was beginning to think our studio was living in the stoneage - we as it would seem do a lot of others do just cobble stuff together as we go along, designing the component we're currently working enough so it works and is tailored for its purpose. I suspect a completely revision-proof design isn't possible within the games industry. If I write a donkey simulator the chances are one of the artists will come along a week later and ask me for a dancing donkey simulator. Now designing a dancing donkey simulator in the first place wouldn't be even close to efficient as the final game might never have needed it. As far as code re-use goes - who really honestly ever gets to the end of a project with an engine clean enough that they want to re-use it in its entirety - little bits maybe but not a whole engine. Just out of interest Philip when you said "Invariably the code is then revised and expanded as the project's needs are really understood." - does large scale formal design mitigate this at all? Do you find that a proper formal design makes things revision-proof? As a little anecdote. About the same time as C++ became more commonplace (maybe 6 years ago) about half the people I worked with went off and re-wrote stuff that had taken them a couple of months to write the first time into very conceptually clean C++ versions - except this time it took them 6 months. Most of them moved out of the games industry soon after that. Now perhaps they were on a voyage of language discovery but I've personally always looked back on the experience as the need for design winning out over the need for progress. (PS. This is not a C against C++ tale - I am a perfectly competant C++ programmer) It'll be interesting to see where this debate goes when the Americans get on board;) David Hunt ----- Original Message ----- From: "Parveen Kaler" <pk...@sf...> To: <gam...@li...> Sent: Sunday, October 07, 2001 11:09 PM 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 |