Timeline for Good resources for learning about game architecture?
Current License: CC BY-SA 2.5
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 2, 2011 at 11:27 | comment | added | TJL | Your book looks really good, thanks for sharing it. I hope you will finish it! | |
| Nov 26, 2010 at 5:05 | comment | added | munificent | Thanks, I'd like to get back to it at some point, but my free time is pretty limited these days. | |
| Nov 23, 2010 at 20:50 | comment | added | Kyle C | Please finish this book, it is incredibly good so far. I would definitely be willing to Donate for a complete version :) | |
| Nov 23, 2010 at 15:17 | history | made wiki | Post Made Community Wiki by Tetrad | ||
| Jul 16, 2010 at 15:42 | comment | added | Colin Gislason | Yeah, I definitely understand that. Most software is like that. I guess the thing I'm looking for is examples of how it has been done so I can make more informed decisions for the games I work on. Great work on the book/site, btw. | |
| Jul 16, 2010 at 15:28 | comment | added | munificent | That's an intentional choice, but that probably doesn't help you much. The problem is that every game is different, especially across genres, so there's no "here's the entire architecture you should build" unless you're really just trying to clone some existing game. I think the best you can do is say "here's a bunch of big pieces, pick the ones you need and hook them up". Game programming books on graphics, AI, etc. should give you the big pieces. The goal of my book is to tell you how to hook them up. | |
| Jul 16, 2010 at 15:22 | comment | added | Colin Gislason | I've read this already. Very good content, if not complete. However, this is and example of information about pieces without how to put them together. | |
| Jul 16, 2010 at 5:15 | history | answered | munificent | CC BY-SA 2.5 |