For example, even if everyone loves Linux, one should still criticize why version 2.6 is 30% slower than version 2.4.
That's not even remotely correct. If you are going to critique anything, maybe you should get the facts correct first.
Posted 01 April 2012 - 07:16 PM
I think it is pretty clear I am referring to the green arrows as an sort of abstraction thing, and not the grey boxes that is the lists and maps etc.
Posted 02 April 2012 - 01:11 AM
Posted 03 April 2012 - 03:42 PM
I provided a link to the C4 diagram just because I thought the OP might have been interested in seeing how one example of a professional game engine is put together. Nothing more. I'm not telling people that's the only way to do things, and I'm not saying that other solutions are wrong. The diagram itself is just a big picture of how a bunch of different systems are related, and there is nothing exact about it. The green/orange boxes represent large collections of code, and the gray boxes represent features. The green arrows loosely represent dependencies, and the little black arrows simply show where in the engine specific features are handled. Red arrows are the same as green arrows, but come from plugin modules as opposed to the main engine. Arrows that are not connected to anything mean that a collection of code is used throughout the engine and that it would be silly to connect arrows from that box to almost all the other boxes.
I agree and apologize to you, accusing people for not being software engineers when they are in the software industry is something very disrepectful, I would never do that (knowingly) to anyone face to face or over the Internet.flodihn, some of your comments are way out of line, and you've shown a complete lack of respect for people (not just me) who clearly know a lot more than you.
I have no doubts the engine has a very good archicture, in hindsight, my posts might looked like I did critisize the engine architecture itself, I just want to clarify my only critique has been about the diagram itself.I have a Ph.D. in computer science, I've written or contributed to 9 books on the topics of game programming and computer graphics (and my game math book has been a bestseller for over a decade), I designed the graphics driver architecture for the PlayStation 3 (see patent #20090002380), I've worked in the industry for 16 years at companies including Sierra, Apple, and Naughty Dog, I regularly speak at the Game Developers Conference, and I've been running a successful game engine company for the past 7 years where I am the sole programmer for the C4 Engine. The C4 Engine architecture and source code are widely regarded by professional game programmers as some of the cleanest design in existence. Now tell me, exactly what qualifies you to say I don't have a clue about software engineering?
I did not call the developers clueless about software development, I called them clueless about software engineering on very loose basis, perhaps they are awesome software enginners but it does not show on that diagram.
Posted 04 April 2012 - 09:20 PM
Posted 07 April 2012 - 03:32 PM
Posted 08 April 2012 - 07:29 PM
I learned tons reading Game Coding Complete and the blog at http://gamearchitect.net/, then also digging through the XNA engine at http://xnafinalengine.codeplex.com/. Thank you for showing that diagram of C4, I'd love to read more about the high-level overview. Does anyone have more links to discussions or breakdowns of engine designs? I have implemented small ones in different school projects, but am now looking to really cement the same concept as the OP; the separation of graphics and game logic.
Project page: < XNA FINAL Engine >
Posted 10 April 2012 - 12:25 PM
I learned tons reading Game Coding Complete and the blog at http://gamearchitect.net/, then also digging through the XNA engine at http://xnafinalengine.codeplex.com/. Thank you for showing that diagram of C4, I'd love to read more about the high-level overview. Does anyone have more links to discussions or breakdowns of engine designs? I have implemented small ones in different school projects, but am now looking to really cement the same concept as the OP; the separation of graphics and game logic.
Hi Soaps79. Like I said in another thread:
“I find the Jason Gregory’s book (Game Engine Architecture) to be a great survey of graphic engine technologies.
I don’t know the time frame that you have, your skills, and the level of technology that you want to achieve. However, I can recommend that you research about data oriented design and component oriented design. For me the core of the engine start there, then you can plan the assets and stuff. “
I learn a lot from this book and it helps to develop the current structure of my engine.
Bye!!!