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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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jusCurious

Video Game Architecture

27 posts in this topic

[quote name='Eric Lengyel' timestamp='1333316424' post='4927286']
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.
[/quote]

Thank you for your explanation, if you put this together with the diagram, you would invalidate most critique I had on the diagram.

[quote name='Eric Lengyel' timestamp='1333316424' post='4927286']
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.
[/quote]
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.
To my defense I must say that I thought you were just random dude on the Internet, if I knew you actually the person that created the whole engine and that diagram, I would have not said such a thing, or if I had, I would have been much more diplomatic.
Also when I wrote that, I thought the C4 Engine and its architecture diagram as company/entity, which would likely not read this post, therefore I was quite harsh.

[quote]
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 [url="http://www.google.com/patents?id=aESzAAAAEBAJ"]#20090002380[/url]), 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?
[/quote]
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 am pretty sure you have one of the best game engine in the industry, a couple of years, when doing some research I tried to find the architecture of the largest engines around, like Unity3D, CryEngine, etc. I did not find anyone explaining how they have designed their engine, which makes yours stand out.

Also, I was just to clarify that I did not really accuse Eric for not being an software engineer, so I quote myself:
[quote]
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.
[/quote]
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I learned tons reading Game Coding Complete and the blog at [url="http://gamearchitect.net/"]http://gamearchitect.net/[/url], then also digging through the XNA engine at [url="http://xnafinalengine.codeplex.com/"]http://xnafinalengine.codeplex.com/[/url]. 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.
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[quote name='Soaps79' timestamp='1333596030' post='4928373']
I learned tons reading Game Coding Complete and the blog at [url="http://gamearchitect.net/"]http://gamearchitect.net/[/url], then also digging through the XNA engine at [url="http://xnafinalengine.codeplex.com/"]http://xnafinalengine.codeplex.com/[/url]. 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.
[/quote]

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!!!
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[quote name='jischneider' timestamp='1333934976' post='4929432']
[quote name='Soaps79' timestamp='1333596030' post='4928373']
I learned tons reading Game Coding Complete and the blog at [url="http://gamearchitect.net/"]http://gamearchitect.net/[/url], then also digging through the XNA engine at [url="http://xnafinalengine.codeplex.com/"]http://xnafinalengine.codeplex.com/[/url]. 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.
[/quote]

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!!!
[/quote]

I can also vouch for this book. I've been learning about game engine's recently and this book has helped tremendously. It's not really about implementation (although there is a little bit) as much as it is about the overall architecture and design of a game engine. it includes some useful diagrams and gives a brief overview of each section before breaking them all up and going in depth.
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