Re: Software Architecture/Design
Jon Frisby <[email protected]> Fri, 11 Jun 2010 12:49:16 -0500
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On Jun 11, 2010, at 6:22 AM, Richard Fabian wrote: > On 11 June 2010 12:07, Jon Frisby <[email protected]> wrote: > On Jun 11, 2010, at 3:12 AM, Richard Fabian wrote: > > > It's like you're being offered a free lunch and you're just saying no because you've never heard of the restaurant. > > Huh? You think I'm arguing AGAINST that? > > Sorry, that line wasn't directed at you, more the people thinking consoles can grow new CPU over time. All decisions need to be made in the context of the resources one is presently working with of course. > > Sure am glad I didn't tell my artist to make the textures with a 15MB cap in mind because scaling them down was a hell of a lot easier -- and cheaper -- then having to redesign them at a higher resolution. > > Very valid point, with regards to textures, icons, sprites, but that doesn't scale well with other media such as Meshes, or Shaders. Well, not in my experience. Well I did give my artist a vertex budget of 350 or so vertices per unit and he completely ignored it (some of them have 1800 vertices) -- but by that point it was too late to switch artists without jeopardizing the ship date so I had to compensate in the game design (50-ish units instead of the 200-ish I was hoping for)... Learned a number of lessons from that one. -JF _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com