Write games; not engines.
If you are going to write an engine, write it on a per-module basis, not as a whole big chunk. Do a rendering component, an asset management component, the architecture for the game etc etc separately and merge them. This way you have more reusable code as each component/utility is specific to itself. 'Black boxed'
This also makes it easier to throw stuff out or change it. Being able to throw bits away & keep the good stuff is part of a re-iterative process of building a good engine over a series of game projects.
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#1Kyall
Posted 09 October 2012 - 02:21 AM
Write games; not engines.
If you are going to write an engine, write it on a per-module basis, not as a whole big chunk. Do a rendering component, an asset management component, the architecture for the game etc etc separately and merge them. This way you have more reusable code as each component/utility is specific to itself. 'Black boxed'
If you are going to write an engine, write it on a per-module basis, not as a whole big chunk. Do a rendering component, an asset management component, the architecture for the game etc etc separately and merge them. This way you have more reusable code as each component/utility is specific to itself. 'Black boxed'