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  Engine Codebase Design  (Read 1158 times)
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Offline Vage

Senior Newbie




learning++;


« Posted 2006-03-20 05:47:36 »

Does anyone have any resources on this? Perhaps it's just something that must be learned through experience but I'm one to learn from other's mistakes. I'd really like to see how a real game engine is layed out and used in the context of a real game. Diagrams, flow-charts, all that good stuff would be great.

The reason I ask is that I can't find much in the way of game creation patterns. You can find anything else, pretty much, but design of the code itself seems to be left out altogether. And, as I understand it, from experience and looking around, a good codebase can help you through a lot of problems that otherwise could force to rewrite something.

Personally, you could strap me into a mech cockpit with 47 virtual HUD displays, two complex hand controls and foot pedals and I'd be grinning like the gamer freak I am.
Offline ribot

Junior Member




Ribot - mobile UI specialist


« Reply #1 - Posted 2006-03-20 11:30:53 »

Kev has some nice pointers in his tutorials

http://www.cokeandcode.com/spaceinvaderstutorial

Good place to start from.

Cheers,

ribot

http://ribot.co.uk - design agency focused on mobile
http://www.retrospecs.co.uk - online vintage eyewear store
Offline Vage

Senior Newbie




learning++;


« Reply #2 - Posted 2006-03-20 15:46:16 »

Thanks, I'll take a look at that. I remember running across it, but haven't looked at it since.

Personally, you could strap me into a mech cockpit with 47 virtual HUD displays, two complex hand controls and foot pedals and I'd be grinning like the gamer freak I am.
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