Justifying writing a Game!

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14 comments, last by louise 21 years, 11 months ago
Digicube: Um, no.

One thing that sets games apart from most other project types is the real-time processing requirement. You only have a finite amount of time before you must update the display (unless you''re doing card games, and even then you can''t take a minute to respond) or the end product is unacceptable to users.

This turns out to be a very useful skill, applicable to real-time operating systems and critical systems like life support and emergency services software, or air traffic control systems. I mean, you don''t want the ATC to get an image that is minute late now, do you?

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Oluseyi:

Okay, I should of elaborated a little more. What I was trying to say to louise is that games are also databases. In complex games you have to juggle vast amounts of data within the game world such as the tracking of objects and spitting statistics to the user, etc. So, in addition of the real time aspect, graphics programming, etc., louise can also say he is learning database concepts.

On a side note, I''m not too sure that programming a game really qualifies you as a competent real-time programming/designer. Sure, games are required to be fast, but the most important aspect is reliability of real-time systems. When was the last time you played a game that didn''t crash on you??
quote:Original post by Digicube
Oluseyi:

Okay, I should of elaborated a little more. What I was trying to say to louise is that games are also databases. In complex games you have to juggle vast amounts of data within the game world such as the tracking of objects and spitting statistics to the user, etc.

The problem is that this is only true of complex games. The average (single hobbyist developer) game doesn''t attain such levels of complexity, and would likely be seen as a spurious argument by his professor. Of course, huge sprawling games like Dungeon Siege or the Metal Gear Solid series (and most FPSes) use an impressive amount of database management techniques, but card games, chess, pong, tetris, etc and even most "action shooters" (Raptor-esque) don''t.

quote:
On a side note, I''m not too sure that programming a game really qualifies you as a competent real-time programming/designer.

Obviously, and I agree with you completely on that. However time-per-process (scheduling) management techniques are useful in many fields. Reliability is beyond the scope of entertainment software.

Oh, and the last time a game didn''t crash on me was in the good old NES days… <img src="smile.gif" width=15 height=15 align=middle> <br><br><span><font size="-2">[ <a href="http://www.gamedev.net/reference/start_here/">GDNet Start Here</a> | <a href="http://www.gamedev.net/community/forums/search.asp">GDNet Search Tool</a> | <a href="http://www.gamedev.net/community/forums/faq.asp">GDNet FAQ</a> ]<br>[ <a href="http://msdn.microsoft.com/library/">MS RTFM [MSDN]</a> | <a href="http://www.sgi.com/tech/stl/">SGI STL Docs</a> | <a href="http://www.boost.org">Boost</a> ]<br>[ <a href="http://www.google.com/">Google!</a> | <a href="http://www.tuxedo.org/~esr/faqs/smart-questions.html">Asking Smart Questions</a> | <a href="http://www.tuxedo.org/~esr/jargon/html/index.html">Jargon File</a> ]<br>Thanks to Kylotan for the idea!</font></span>
quote:Original post by Oluseyi

Reliability is beyond the scope of entertainment software.



WHAT!? Is that a proper attitude? I expect more from someone I respect like I do you.


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DUDE! What''s mine say?!
Lucas Henekswww.ionforge.com
I think he meant reliability on your run-of-the-mill commercial systems. Like medical instruments, credit card transactions, airline systems, etc. There''s a reason why all those seemingly ''simple'' systems cost millions upon millions of dollars: it''s all hidden in meeting reliability specs.

Games on the other hand have a different focus, and as such, that money is spent elsewhere... mainly in content or lens flares.

TLC
quote:Original post by lucinpub
WHAT!? Is that a proper attitude? I expect more from someone I respect like I do you.

Pardon me. I meant "industrial strength, disaster-proof reliability..." (hyperbole, but you get the picture).

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