![]() ![]() Prototypical lists of properties that getĬopied to Creature or Item instances when If I was writing a text-based RPG (as I have done in the past) it would look a bit like this (though I've no time to draw up a diagram for it, sadly): Two things to remember about this: it is not because a technology is used in the industry that it is well thought for the user, and it is a good idea to take more time to choose the technologies that we will use.I know Emmanuel Deloget from but I'm not sure I would choose to use the hierarchy he's got there! Too much inheritance, not enough flexibility. Wwise posed other problems, but for a technology so widely used I was expecting something else. Was not up to date, it did not even correspond to the prototypes of API's functions (WTF?) and the Demo code was absolutely despicable and unreadable. However, we quickly realized that there was almost no documentation, it So we selected it naively saying to ourselves that an NVIDIA technology should be a good option, especially considering the awesome demo. For example, I've been following FLEX since 2014Īnd I really wanted to work on it. ![]() The project was too short for that, and the technologies were not necessarily well chosen. In fact, we have not managed to properly integrate most technologies. The project did not lead as far as we hoped. Pair programming development, which was more flexible in a context where everyone had their obligations. ![]() Subsequently, we went back to a more classic scrum / Mob Programming addresses all those things and more.”. The real cost is solving the problem, waste, and rework. Regarding productivity, I would quote an interesting article to consult: “Here's the crux of it, typing isn't theīottleneck in software development, and writing code isn't building a product. ![]() By working on it at the same time it allowed all team members to share project knowledge and the product code was of excellent qualityīecause seven heads think better than one. In the context of this project, the heart of the engine was the most important because it is what we had to study. Indeed, even if it may seem anti-productive a priori this is not the case at all. I had heard about this organization on a developer forum and I wanted to test it for a while and this project was perfect for that. First we have developed the heart of the engine all together thanks to the mob programming: it consists of bringing together all the members of the team in front of a single The team was pretty big, on a fairly short project so it had to be very organized. Moreover, having studied this design pattern we understand why it is also widely used in the industry and what are the good uses, especially for a motor like Unity whose ECS is in development. It is very functional and efficient and although we have made more difficult implementation choices for optimization reasons, the overall engine structure remains very simple, extensibleĪnd maintainable. The ECS pattern makes possible to set up a first draft very quickly. We took the opportunity to try new management and production techniques, so finally it was very (very) instructive. This project is a draft of a 3D game engine in which we wanted to explore new technologies and technologies used in the industry. I worked on: management, project architecture, Flex integration Previous Next Engine overview A draft of game engine that was very instructive to develop.Įntity-Component-System pattern, C++, NVIDIA Flex, Wwise, OpenSceneGraph ![]()
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