AuthorsDen.com   Join | Login    
Where Authors and Readers come together!

SIGNED BOOKS    AUTHORS    BOOKS    SAMPLE CHAPTERS    AUDIOBOOKS    eBOOKS    STORIES    ARTICLES    POETRY    BLOGS    NEWS    VIDEOS    SUCCESS    TESTIMONIALS

Featured Authors:  Armineh Ohanian, iDeborah Frontiera, iShannon MacLeod, iCynth'ya Reed, iGlen Schulz, iMartin Treon, iMargaret Mullings, iKarin Adams, iLinda Alexander, iJames Harvey, i

  Home > Arts/Entertainment > Articles Popular: Books, Stories, Articles, Poetry      Authors: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z     

Brad Strong

 Follow Me  

· Contact Me
· Books
· Articles
· 2 Titles
· Save to My Library
· Share with Friends!
·
Member Since: Dec, 2008

Brad Strong, click here to update your pages on AuthorsDen.


Game Engines are Non-Intuitive
by Brad Strong   
Rated "G" by the Author.
     

This article has a message and advice for those who would like to start working with game development.

There is a lot of interest in game development these days. Video games produce more sales in the US and worldwide than movies do, and by some measures have produced more sales than movies and CDs combined.

But what does it take to make a video game? Well, you need game art, programming, and decent game design. There are different solutions for the game art, there are different compilers for the programming, but the game engine is what holds it all together.

The problem is that game engines are notoriously difficult to work with. Generally, they are poorly documented. Game engines grew up in an environment where the engine was proprietary to a small development team, the programmers who understood the engine could communicate face-to-face with the game artists, and any issues in getting the art to walk and behave properly in the game engine were resolved by this well-integrated team.

But when these game engines began to be used by the masses of independent developers, problems cropped up. No documentation. Or, no good documentation. And even when the documentation was decent, there were gaps between what was written down and what the artist or designer wanted to do.

I know one developer out here (in Sweden) who used a well-known engine for a client to do a simulation, and found that not only was there no good documentation, but the support was almost non-existent. And when they finally paid through the nose for help, the answers to their questions were hard to believe. For example, the mechanism for importing a certain type of game art was to hit control + shift + tilde or something like that, and it wasn't even written down anywhere! After a few weeks of trying to solve a particularly painful problem with this undocumented engine, this game artist I know said "Well, there's nothing to do now but go home and get drunk!". That's a pretty sad statement on the state of game engine documentation.

But it doesn't have to be that way! You can benefit from the hard-learned experience of others, such as myself. I went through six months of trial and error before finally understanding and writing down exactly how to get the Torque game engine to do what I wanted in regards to game art. My book "Creating Game Art for 3D Engines" is not the only book on the Torque engine out there, but it is the most clear and direct as concerns the subject of creating the game art properly, and getting it into the engine so that it is scripted right, and "comes to life" in the engine the way you want it to.

So don't enter the field of game development lightly; it is not easy - if it was, more people would be doing it. And it you do decide to create a game, make sure you have the documentation to get the job done - without good documentation (like my book - plug, plug), you too may end up drowning your sorrows in a beer!


Want to review or comment on this article?


Need a FREE Reader Membership?
Popular Arts/Entertainment Articles
  1.  Dirty Cello Band Founder Rebecca Roudm
  2.  A Family Affair Review and Film Poem
  3.  Dolly Parton Your Sparkle Spread Heave
  4.  Jim Henson: Idea Man Review and Film P
  5.  Paris Christmas Waltz Review and Film
  6.  Twisters Review and Film Poem
  7.  The Fall Guy Review and Film Poem
  8.  The Beekeeper Review and Film Poem
  9.  Tony Shalhoub and Monk
  10.  The Sea Beast: Review and Film Poem
  11.  Falling for Figaro Review and Film Poe
  12.  My Ten Favorite Movies of 2024
  13.  Marilyn Monroe Goddess Legend of Love
  14.  Shotgun Wedding Review and Film Poem
  15.  Stephen King's New Books Continue To S
  16.  The Family Legacy of Robert Taylor, Fi
  17.  NYAD Review and Film Poem
  18.  They Call Me Cuba Film
  19.  Shirley Review and Film Poem
  20.  The Festival of Troubadours
  21.  Sly Review and Film Poem
  22.  The Pope's Exorcist: Review and Film P
  23.  The Fabelmans Review/Film Poem
  24.  Oprah Winfrey Winner 2026 Cannes LionH
  25.  Enola Holmes 2: Review/Film Poem

Free Book Review Program
Select a book to read and review today!

Impressions--A Chapbook of Artability Writers by Dr. Patrick ODougherty

An Impressions of Artability Writing Excellence in St.Paul in 2018.  
Member BookAds

Space Bugs, Earth Invasion by Jay Dubya

Space Bugs, Earth Invasion (57,000 words) is an imaginative sci-fi/fantasy novel written for children eight to thirteen that could also be read and appreciated by adults. Space Bugs completes the young adult trilogy that was begun by Enchanta and Pot  
Member BookAds

Ron Coyote, Man of La Mangia by Jay Dubya

Ron Coyote, Man of La Mangia is adult literature featuring adult humor and content. The work is a satire/parody on Miguel Cervantes' Don Quixote, published in 1605. Under its humorous surface, the novel is a funny but important analysis of the declin  
Member BookAds