2 ms·
So, that's the difference between beginners and professional engineers, right? If you use a framework (or at least a common pump_messages->update_ents->render
by angersock 12y ago
So, that's the difference between beginners and professional engineers, right?
If you use a framework (or at least a common pump_messages->update_ents->render cycle), it's a hell of a lot easier for other people to work on your code for a longer period of time (and those other people include yourself). Imagine if you decide to change your gfx_library with something new, especially if you had decided to scatter it's draw calls all over the "game logic" (instead of, say, a dedicated entity draw() method). What about when you start allowing data-driven entity updates? What about <insert practical concern here>?
To be fair, you take it too far (as I'd once done) and you destroy performance. So, eventually, you work out how to have nice architectures that still support the fast hacky stuff.
Anyways, the beginner is allowed to make such mudballs for a while--but no longer than necessary!
- tgb 12y agoSure, I couldn't get away with that in a AAA game. But you can still have separation of physics, game logic, networking, and drawing. Honestly my previous attempts at fancy architecture encouraged more intermingling of those than my simpler approaches (which is not to say that there aren't strategies that get the best of both, just that they're either hard to design or hard to use correctly for a beginner/amateur).