So you want to be a Games Developer

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  • #69874
    Ed PEd P
    Participant
      @edps
      Forumite Points: 39

      This 2005 summary of the resources and issues in developing a game is very interesting. My guess is that you can quadruple the number of artists and triple the numbers of programmers for a modern game. The cost would probably go up ten-fold!

      https://www.st.cs.uni-saarland.de/edu/seminare/2005/advanced-fp/docs/sweeny.pdf

      #69879
      Wheels-Of-FireWheels-Of-Fire
      Participant
        @grahamdearsley
        Forumite Points: 4

        I notice that, inspite of using the unreal engine, there are still masses of lines of C++ code.

        C++, the up and comming language of the future 😆
        <p style=”text-align: right;”></p>

        #69880
        Wheels-Of-FireWheels-Of-Fire
        Participant
          @grahamdearsley
          Forumite Points: 4

          I notice my post got a tag added at the bottom, which reminds me.

          XAML, NOT the up and comming language of the future !

          #69882
          Ed PEd P
          Participant
            @edps
            Forumite Points: 39

            It would be fair to say that the C++ code reflected the state of the 2005 Unreal engine. When I look at the capabilities of Unreal today the numbers of programmers could well go down for an isometric or closed world games but go through the roof for procedural Open Worlds or ones with AI driven NPCs and opponents.

            I’m also not so sure that C++ should be the language of choice for game development. Imo C++ suffers from bloat and overhead slowdown when it comes to handling exceptions, and C would be a better choice. I fully accept that C++ handles reusable code and documentation a lot better and is almost universally used for Game Engine Development, but only a masochist would start game development by writing their own game engine!

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