RE: Designing a renderer

Gareth Lewin <[email protected]> Wed, 2 Jul 2003 14:12:56 +0100
Newsgroups gmane.games.devel.design
Message-ID <495A161B83F7544AA943600A98833B53D61E0C@mimas.fareham.climax.co.uk>
(And with little effort, Jamie and myself bring us back to game design, sort
of)

Yes, one of the problems hobby projects have is the lack of proffesionalism.
Normally there is no game design, there is no goal, and thus no completion.
The other type of hobby projects that fail (Like a lot of my own) are
because they are too grand in scope, so even if they have a very well
written design (game design I mean) they never get done.

Thus the IOTDs on flipcode which are "I finished my first game, it's a
bomberman/tetris/quake clone" impress me way more than "I implemented an
engine with the following list of buzzwords". Ofcourse each case is
differant.

So when asked how to get into the industry, I tell them to design(see:)) a
simple game and make it, from start to end, make sure it's finished, that
will impress your potential employers more :)

> -----Original Message-----
> From: Jamie Fowlston [mailto:[email protected]]
> Sent: 02 July 2003 13:47
> To: [email protected]
> Subject: RE: [GD-Design] Designing a renderer
> 
> 
> True. I tend to think the main problem with hobby projects is 
> that you set
> out to write an engine with no idea of what you want it to 
> actually _do_,
> and so it all becomes a fairly meaningless exercise in what 
> flavour of code
> you fancy that month....
> 
> Yeah, i thought it was about game design too :)
> 
> J
> 
> 
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]]On Behalf Of
> Gareth Lewin
> Sent: 02 July 2003 12:17
> To: [email protected]
> Subject: RE: [GD-Design] Designing a renderer
> 
> 
> Yes, but your requirements are differant to the standard. The 
> original email
> talked about linux/windows and not about consoles.
> 
> Also, I made the (maybe incorrect) assumption that he is a 
> hobbyist, and
> spending time R&Ding an OGL and DX renderer is (in my 
> opinion) silly and a
> waste of time. The reality is that a lot of hobbyists spend a 
> lot of type
> working on cross platform stuff when in reality their work 
> will only ever be
> run on a single platform, instead of utilising that same time 
> in a more
> constructive (in my subjective opinion) way.
> 
> As you well know, the real differant between 
> ps/2,xbox/dx/ogl/cube etc is
> the high and the low ends (the syntax is differant, and low level
> optimizations are differant) but the basics are the same, and 
> stuff you
> learn with just a single platform are applicable everywhere.
> ________________________
> Regards, Gareth Lewin
> Programmer, Sudeki
> http://www.xbox.com/Sudeki
> 
> P.S. Isn't this list about game design, not software design ? :)
> 
> > -----Original Message-----
> > From: Jamie Fowlston [mailto:[email protected]]
> > Sent: 02 July 2003 12:08
> > To: [email protected]
> > Subject: RE: [GD-Design] Designing a renderer
> >
> >
> > Hmm, we support multiple platforms, and haven't found OGL solves our
> > problems on PS2 & Xbox :)
> >
> > Doing both on Windows is a good exercise for your
> > architecture, to test you
> > can really have different drivers.
> >
> > Jamie
> >
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]]On Behalf Of
> > Gareth Lewin
> > Sent: 02 July 2003 10:12
> > To: [email protected]
> > Subject: RE: [GD-Design] Designing a renderer
> >
> >
> > Sorry to ask a stupid question, but why implement both an 
> OGL and a DX
> > renderer ? Either your product is windows only, in which case
> > DirectX or
> > OpenGL are good, or you want to support multiple platforms,
> > and in that case
> > OGL solves all your problems.
> >
> > Spending time on keeping two distint rendering engines up to
> > date is a waste
> > of time, and now days there is no clear advantage to that
> > that I can see.
> >
> > > -----Original Message-----
> > > From: Dirk Gregorius [mailto:[email protected]]
> > > Sent: 01 July 2003 10:19
> > > To: [email protected]
> > > Subject: [GD-Design] Designing a renderer
> > >
> > >
> > > Hi,
> > >
> > > I am wondering how you implement your render interfaces? On
> > > what abstraction
> > > level is a renderer normally implemented - what are the
> > > typical functions
> > > and classes? Do you pass a renderer reference to all
> > > renderable entities?
> > > And how is platform independence achieved - do you use
> > > polymorphism or for
> > > example the "Bridge" pattern - that by its definition
> > > seperates abstraction
> > > and implementation? Maybe you can give me some tips.
> > >
> > > One thing that I really don't understand is how to implement the
> > > initialisation such that it works platform independent? E.g:
> > > Let's say we
> > > have a base class IRenderer which is implemented by two
> > derived class
> > > COGLRendererImpl and CDXRendererImpl. Both derived classes
> > implement a
> > > virtual function IRenderer::Init(...). The arguments vary
> > > with the OS. On a
> > > Windows platform you have to pass the HWND for the window, on
> > > a Linux system
> > > that could be totally different. What is the best to handle this?
> > >
> > > Hopefully I could make myself clear.  Every help is appreciated!!
> > >
> > > Best regards
> > >
> > >
> > > Dirk
> > >
> > >
> > >
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