3 ms·
Any time you try to do something complex you have to start with the state of the art at the beginning of development time; like in this case, you might have to
by coldcode 3y ago
Any time you try to do something complex you have to start with the state of the art at the beginning of development time; like in this case, you might have to use something not quite ready for prime time, hoping it will improve enough during development. If it doesn't, you have to roll your own, which is often hard to do since you didn't start out that way. I worked on a MMO game engine 10 years after it was released years too early, it was still loaded with horrific code and architecture that was hard to correct or improve since we still had to ship regularly. The engine was designed (if you can call it that) in 1998 and was entirely too complex for that era.
If you only stick to the mature tech, then you may wind up being potentially unable to even produce your (advanced) game. It's always a challenging tradeoff. As long as the game is playable and you make enough to continue improving you might be OK; but of course you might go belly up before you fix it enough.
By the time CS2 makes it to Mac, it might be improved enough to actually play!
- rasz 3y agoNot implementing any LOD is not 'state of the art', its 'let me just click here and import those assets we bought from middleware company as is with no processing or inspection'.
- solardev 3y agoEverquest?
- badindentation 3y agoRunescape?