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#ActualRadikalizm

Posted 05 February 2013 - 02:43 PM

The issue of platform support mostly depends on who your target audience is, as I assume it's more a problem of hardware performance and age rather than the actual specific vendor & model combinations.

Personally, I try to define my target group for my games quite early on so I can define target specifications.
This means you just select a set of minimum specifications, and throughout your development process you try to make sure you have a test rig with these specs available so you can test whether your game runs smoothly every step of the road.

When you're working on a PC (as opposed to mobile devices) it'll also be easier to make your game more scalable according to the hardware it's being run on. I like to use data-driven approaches for configuring game systems. This way you can define multiple configurations for things like rendering, audio, physics, etc., one for each 'performance level' you want to support.


#1Radikalizm

Posted 05 February 2013 - 02:43 PM

The issue of platform support mostly depends on who your target audience is, as I assume it's more a problem of hardware performance and age rather than the actual specific vendor &amp; model combinations.<br /><br />Personally, I try to define my target group for my games quite early on so I can define target specifications.<br />This means you just select a set of minimum specifications, and throughout your development process you try to make sure you have a test rig with these specs available so you can test whether your game runs smoothly every step of the road.<br /><br />When you're working on a PC (as opposed to mobile devices) it'll also be easier to make your game more scalable according to the hardware it's being run on. I like to use data-driven approaches for configuring game systems. This way you can define multiple configurations for things like rendering, audio, physics, etc., one for each 'performance level' you want to support.

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