RE: [Algorithms] Game Entities - avoiding inheritance / fixed p ool allocation
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From: Mark D. <mdanks@STORMFRONT.com> - 2003-01-31 02:10:30
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I completely agree with Christer and Charles. A "middle-ground" is definitely what we are going for. In fact, all of this "data-driven" stuff that we have done is mainly for the programmers, not for the designers. As an example, no designer at Stormfront writes actual scripts. We have a level editor which connects all of the object scripts together, sets parameters, machine generates the real game scripts, etc. But if you want to make a new script, we have only exposed both how to do it and the actual language to the programmers. However, the designers and artists have a ton of little tools which they can piece together in ways we never expected, and most of the time it doesn't require a programmer. In general, if they have done something before, it shouldn't require a programmer to do it again (like add a new character and assign a basic behavior set). Considering that I have rewritten the object hierarchy ever time a project starts up, I have learned that making something to last forever just isn't that useful :-) Later, Mark ============================== = md...@st... = Technical Director PS2/XBox = http://www.danks.org/mark ============================== > -----Original Message----- > From: chr...@pl... > [mailto:chr...@pl...] > Sent: Thursday, January 30, 2003 5:01 PM > To: gda...@li... > Subject: Re: [Algorithms] Game Entities - avoiding inheritance / fixed > pool allocation > > > > > > I think there is a wide spectrum of informal definitions of what > 'data driven' means. On the far left is a very pragmatic definition > simply saying that the engine is data driven if it allows artists > and designers to do various things without programmer intervention. > On the far right is the everything-is-polymorphic-and-everything- > can-be-anything engine, all controlled from a data file written > out by the tools. > > The latter seems to be something that appeals to techy people just > because it is flashy and a programming challenge. It is certainly > what gets discussed in various incantations again and again. > > You easily get the idea that everyone thinks that data-drivenness > in absurdum is 'da bomb' and that it is the only way to go. You > don't see many people arguing for the left side of the scale -- > so, I thought I'd stick my neck out and do just that. > > My personal opinion, based on some experience and possible biased > by a streak of old-schoolism, is that the right-hand side view is > overengineering. It makes your typical game oh so much more > complicated, with rather unclear benefits. > > Do they really end up using all these advanced features? (No.) > Is it really worth spending all that time on something they're > not using? (No.) In the end, is it really buying you something > that you wouldn't have been able to accomplish with a simpler > system? (No.) > > > FYI, we have an engine where even the order of our various server > subsystems (animation, rendering, scripts, etc) is controlled > from a data file. If no animation system is connected from the > data file, then by golly, there won't be an animation system > running in the engine. If you want the scripts to run after > rendering, you specify this through the data file. This means we > can't even run our engine without a data file to initialize it, > creating the hierarchy of servers that you'll run the game on. > > Does this really buy us anything? Of course not. Does it > complicate the debugging? You betcha. Did we get carried away? > Yes. Should we rip it out? Absolutely. > > > It's not something I lose sleep over, but the more I see and, > perhaps, the older I get, I find the thought of hardline data- > drivenness less and less appealing and I'm turning more and more > left on the scale. > > Presumably the truth is somewhere in-between. But no one is > advocating that either. It's still not techy, flashy, cool > stuff -- it's just pragmatical and what gets your game done. > > I guess I'm ranting, so I'll shut up now. > > > Christer Ericson > Sony Computer Entertainment, Santa Monica > > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |