engineering edition/gedg/ Wiki: https://igwiki.lyci.de/wiki//gedg/_-_Game_and_Engine_Dev_GeneralIRC: irc.rizon.net #/g/gedgProgress Day: https://rentry.org/gedg-jams/gedg/ Compendium: https://rentry.org/gedg/agdg/: >>>/vg/agdgGraphics Debugger: https://renderdoc.org/Requesting Help-Problem Description: Clearly explain your issue, providing context and relevant background information.-Relevant Code or Content: If applicable, include relevant code, configuration, or content related to your question. Use code tags.Previous: https://desuarchive.org/g/thread/107814484/#107814484
how do i actually engineer a game on paper before any coding is done so that when it comes time to actually build/construct the game, no room is left for iteration, creativity, or trial-and-error?in other words how do i calculate design constraint like:Mechanic A requires X amount of resource AB and so on until the entire project is accurately and soundly mapped out in documentation?is chatgpt correct: https://chatgpt.com/s/t_696767337c588191b693b11790819ce2or is it hellucinating?full chat: https://chatgpt.com/share/69676758-d944-8003-a3d4-835e33b4e372i'm trying to learnmax
>>107858607Clone existing game 1:1, or if possible make a playable paper prototype. Otherwise it's not likely to make a working design just from written docs first try.
>>107858607Architecture is always the hardest part in a software project. The actual coding part is just a fraction of the effort.>no room is left for iterationNot going to make it.
Godot is actually not that bad. I already have a long list of annoyances, missing features and bugs, but it's easier to use than Unreal in actual practice so...
man I take a break from devving for a day and getting back is such a pain
>>107858607you just start doing it and once you fail you redo it with the knowledge you learnt, whats important is that you dont get stuck in conceptland
>>107858607Start simple. At first, choose some very basic features that will you'll be sure to regret not doing in the future. Then you keep adding more features if you can get away with it. Unfortunately, you will have to refactor some things at some point, it's impossible to tell what you really need from the get go, especially if you don't have a strong vision for your game right now (no one does).
I learned to draw a textured cube. How do I draw a skybox?
Random anon coming inThe entire argument between posts >>107847141 and >>107849445 can be summarized as:>is the proportion of games which "do too much" on the client side large enough to warrant mentioningThis has nothing to do with game or engine development, and is entirely based on analyzing trends.