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Nnnngh.

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OrangyTang

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I swear, one day I'm actually going to sit down and write my "Enginuity Considered Harmful" rant like I've been threatening to for the last half a year or so.

There seems to be a slow but constant trickle of people who have obviously read the Enginuity series and adopted it wholesale without thinking, because it's "cool" and got important sounding words like "kernal" in it. And look, it's even got a diagram with everything in nice neat boxes, it must be good, right? Right?

[rolleyes]
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I like the serializer system used in Enginuity. Considering it only reached five articles, how is it that harmful? The only part I don't like is the memory manager with the rolled-his-own smart pointer.

That said, if you did write this rant, I'd read it because it would improve my engine design skills, so rant away, man!

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I'm one of those GameDevvers who did start with superpig's Enginuity tutorials as the basis of my game system around 14 months ago. Admittedly I didn't copy down the code verbatim (I prefer to rework everything at least a little bit if I am wanting to learn from it), and the moment I've rewritten everything except the kernel code (which I am presently rewriting).

However my base architecture is influenced from Enginuity, so I'd love to read your critique of the system so I can merge in new ideas to my present rework of the whole system. Rant away, I say!

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Superpig has ranted for years about the Enginuity stuff being bad. [grin]

I've rebuilt the smart pointer and approached a lot of his decisions differently; I don't think my own hacked together engine is any better than his, but it's mine and I know how to debug it.

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Quote:
Original post by Ravuya
Superpig has ranted for years about the Enginuity stuff being bad. [grin]

Really? I feel less guilty now. [grin]

I'm having a hard time putting my finger on exactly why I'm not a big fan, but I think my main gripe is that it proposes a huge architecture at the start, and never really discusses the trade offs and the assumptions made. So we end up with a bunch of newbies copying it verbatim, never really thinking about what they actually need and end up coding themselves into a corner because they don't understand why they've done things the way they have.

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Quote:
Original post by OrangyTang
I'm having a hard time putting my finger on exactly why I'm not a big fan, but I think my main gripe is that it proposes a huge architecture at the start, and never really discusses the trade offs and the assumptions made. So we end up with a bunch of newbies copying it verbatim, never really thinking about what they actually need and end up coding themselves into a corner because they don't understand why they've done things the way they have.


I could agree with that. Much better is the book "Game Coding Complete 2", wherein the architecture described has been used in practice by Mike McShaffry (a la Ultima Online fame) and he discusses exactly why things are done that particular way, citing real-world examples of them in use. Enginuity has none of that.

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