I've done a lot of development since then, and learned a lot about what works what doesn't and what "real" (modern, AAA) engines look like "under the hood". Much to my surprise, I did rediscover the diagrams I created. One of the more interesting articles I wrote up on that forum, which I've looked for (to no avail) on the Internet Archive / Wayback Machine, reviewed a brief summary of game engine architecture approaches, from the super-elementary starter engine structure up to something approaching what I thought the professional stuff might look like. It was a formative time in my development trajectory, when I was full of (not entirely well-advised) ideas of writing entire game engines from scratch. Once upon a time, many years ago in the grad school days of 2010, I frequented a forum for Mac game developers ("iDevGames") that still has an active website ( ) and even (given that it's 2022) a Discord channel.
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