4 ms·
Design lessons from World of Goo
- wmeredith 18y agoThis is a really fantastic deconstruction of an amazing game. I'm looking forward to more of these reviews.
- maximilian 18y agoThe game looks really fun. Maybe when I finish the semester I'll buy it. Does anybody know how the built the game (which languages, toolkits, frameworks, etc)? Its on wii, pc, mac, and linux so it must have been done in an amazingly portable way.
- snprbob86 18y agoI believe the Wii uses an "OpenGL-like" rendering API. It's probably just a lightly customized version of OpenGL ES. Really, cross-platform in games is only really hard when you have a significant amount of rendering complexity. 2D games, in particular, are pretty easy to port. EDIT: Oh, and World of Goo is a freaking great game!
- mthg 18y agoSDL for boilerplate, ODE (Open Dynamics Engine) for the physics. My understanding is that ODE was started by a ex-Havok employee, and it is in fact an excellent oss physics engine.
- bd 18y agoNot Havok, but close. It was MathEngine, which made Karma physics engine (used for example in old Unreal). They were later bought by Criterion (RenderWare) which was subsequently acquired by Electronic Arts, where it just died.
- litewulf 18y agoAlso, these guys have been making pretty amazing games for a while. (I mean, they're indie developers, so check out their demo videos and let your jaw drop.)
- shaunxcode 18y agowow what great free advertising - before that video was even over I had purchased the game via paypal. Reminds me of a combination of lemmings and fantastic contraption but with much lusher graphics and music.