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Programmers in the game industry face common problems but most knowledge is tribal and held close. The market is flooded with books and education programs which claim to teach game development but rarely do they dig deep. Some of us crave more in-depth discussions of more esoteric aspects of game programming which become apparent only after you've taken a few trips around the block, traveled the obvious routes, looked around and found yourself led astry. We want to speculate, learn and discuss what others have tried, try new ideas and evaluate alternatives.

Part of the goal of this discussion is to attempt to create a "reference architecture" for interactive simulations with visualization (including games, military and other simulations). All game engines share certain features and the game software development community would benefit from using a common language -- somewhat analogous to Design Patterns, but tailored specifically to problems that arise in game engine development.

 

(Please also see the associated blog.  Time will tell which venue seems more appropriate: blog or forum.)

I look forward to our conversations.

 

Discussions5 of 10 messages view all »
Game Engine as Operating System, Part 2: The Actor Model of Concurrency
By Dutka, Paul - Feb 23 - 2 authors - 1 reply
Open Multiuser Environment Group
By Elvish<[!]> - Dec 31 2008 - 1 author - 1 reply
Prototype-based programming language with fast dynamic binding
By MiJaGourlay - Nov 4 2008 - 1 author - 0 replies
Steve Yegge Article About Property/Prototype Design Pattern
By Michael Gourlay - Oct 26 2008 - 2 authors - 3 replies
Event system filter mechanism refinement
By MiJaGourlay - Sep 16 2008 - 1 author - 0 replies
Last updated by MiJaGourlay - Sep 16 2008 - 1 author - 1 page long

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