Top ten core competitiveness of game engines-Introduction

Source: Internet
Author: User

I hope this series of articles will be a wonderful piece of information about the game engine. Actually, it must be. In the past few years, some articles have gradually disappeared. If you search for topics, you will get articles of the year 04 or even earlier. Now, whether it's blogs, technology forums, or QQ technology groups, Technology Discussions on game engines are slowly moving towards one direction. Those "old" programmers who have been in the gaming industry for more than eight years must know what I mean.

I used to spend a long time trying to find the core competencies, but I failed. I spent too much time on some superficial things and on some technologies that are eager for success and success, the most important basic problems are lost. The more time I spend on graphics and special effects, the more messy my code is, and the slower my program runs. One day, I think of some things. It was the old programmer's words. Of course, I didn't hear it at the time, because I didn't understand the truth until I took a detour, to realize your own mistakes.

What are the top ten core competencies of the game engine? Please let me sell it and continue to pay attention to this series of articles. Not enough. I can tell you that the sequence of this series is basically determined by importance. The most important thing is to put it in front. Well, well, I think you may be able to guess what the first part is.

This series is not a general talk, nor does it have an attitude like "I think" or "I think. Writing this series, I tried to develop some excellent data and specific technologies with a scientific attitude, instead of just clicking here like my previous blog. Of course, I cannot complete such a large project by myself. I just wrote some content at the beginning, and some friends completed the important supplementary work, I also hope that many netizens can read this series and try to sort it out. During this series, we will synchronously release some sample code, which is the standard "shanzhai paper" Mode :). I want to write an article every one and a half months.

References, mainly quake3, followed by half-life2 (of course can be seen as the C ++ version of quake3), ogre, Nebula device, these codes are available, and then there is gamebryo, the most authoritative reference is unreal and crysis. Of course, these codes are gone.

The first article will be released in the near future, that is, "Scenario Management Technology". It is still a semi-finished product. It will take some time to meet you.

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