Re: Software Architecture/Design
Brandon Van Every <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Wed, Jun 9, 2010 at 11:52 AM, Mike Shaver <[email protected]> wrote: > On Wed, Jun 9, 2010 at 11:49 AM, Brandon Van Every <[email protected]> wrote: >> Why not work on a segment of gamedom that would admit less than a 100% >> performant programming language? i.e. many kinds of web, mobile, or casual development. Could even mean specializing one's career in game scripting rather than game engines, if you insist on working on those big AAA projects. >> Why not work for a company that believes in that, or create one? > > Is that what you're doing? I'm an indie, so yes. > I suspect a lot of us would be interested > in more background on what you've found when doing so, and what you > would do differently in the future, etc. I'm also a pathological soloist. Software engineering, for me personally, is about choosing approaches that do not drive me nuts, make me personally productive, and contribute positively to my ongoing morale. Because when you're going it alone, morale is the primary determinant of whether you'll get anything done. "I like this" is an important statement to be making on a regular basis. When you find yourself saying, "This is pain and torture," you tend to slack off and avoid the pain, so little gets done. I don't have a fat paycheck to compensate me for the pain. If something utterly sucks about C++ or 3D graphics, then I get to directly experience it. It also means that I personally do not want millions of lines of code to deal with. Many of these software engineering problems amount to the simple difficulty of trying to understand piles and piles of meaningless code. I don't care much for open source because the code is typically not documented well enough to be terribly useful. For many problems, I can spend far more time trying to understand what or why in someone else's code, than if I just wrote my own. Also the open source world is usually more conservative in what it successfully produces, so whereas you can get mature C++ 3D engines, you can't get mature F# 3D engines. You can get C# or Java engines, although I haven't much investigated their quality yet, as I only recently made the decision to abandon C++. SlimDX has DirectX 11 support, so that may be one way to get a F# binding for DX11. Another may be to use F# directly, as F# is an appropriate tool for parsing and translation. Another may be to find a C# 3D engine and F#-ify it. Writing the 3D engine myself has the attraction of being small, and simple enough that I can maintain it. It would depend on what an off-the-shelf C# engine brings to the table. I didn't care much for Ogre3D (C++) and that's the "best" open source 3D engine out there, so I started gearing up for "if you want it done right...." Cheers, Brandon Van Every _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com