Game Development: Harder Than You Think

Author:

Blow Jonathan1

Affiliation:

1. Game Development Consultant

Abstract

The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization—writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible. But in the past ten years, games have ballooned in complexity. Now the primary technical challenge is simply getting the code to work to produce an end result that bears some semblance to the desired functionality. To the extent that we optimize, we are usually concerned with high-level algorithmic choices. There’s such a wide variety of algorithms to know about, so much experience required to implement them in a useful way, and so much work overall that just needs to be done, that we have a perpetual shortage of qualified people in the industry.

Publisher

Association for Computing Machinery (ACM)

Subject

General Computer Science

Reference8 articles.

1. 2 . Fristrom J. Manager in a Strange Land: Content Turnaround. Gamasutra (Dec. 5 2003); http:// www.gamasutra.com/features/20031205/fristrom_ 01.shtml (free account and password required). 2. Fristrom J. Manager in a Strange Land: Content Turnaround. Gamasutra (Dec. 5 2003); http:// www.gamasutra.com/features/20031205/fristrom_ 01.shtml (free account and password required).

2. 3 . Gamasutra (Web portal for game developers free account and password required): see http:// www.gamasutra.com/. 3. Gamasutra (Web portal for game developers free account and password required): see http:// www.gamasutra.com/.

3. 5 . Hamming R.W. Digital Filters. Dover Garden City: NY 1998. 5. Hamming R.W. Digital Filters . Dover Garden City: NY 1998.

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