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www.robweir.com | ||
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morad.in
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| | | | Foreword Since the release of the latest installment in the Metro series I've spent a few hours looking under the hood and I think there are some things that might be interesting to other tech oriented people. My goal is not to do an extensive analysis or to dig into the shader disassembly but to [...] | |
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etodd.io
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| | | | You've probably heard the whole "don't make engines, make games" shtick. As I progress I am learning another important lesson: tools are the most important aspect of any project, gameorengine. Whether you're rolling a custom engine or shopping around for middleware, tools should be absolutely top priority. Seriously. The question should not be "how many shiny graphics techniques can I incorporate?". It should be "how easy is it to create content for this game?". Content is the center of every game, whether that content is an AI algorithm, a map layout, or an art asset. If the content pipeline is even a little inefficient, it will prevent you from making the game you want to, whether you realize it or not. If you have to jump through hoops to create a new level or script a story sequence, you're going to put it off and focus instead on adding another feature that provides tangible results, like a new lighting technique. Problem is, those features don't make the game. Content does. | |
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lizengland.com
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belenalbeza.com
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