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	<title>Comments on: About</title>
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	<link>http://gamearchitect.net</link>
	<description>Musings on Game Engine Design</description>
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		<title>By: Minimizing Code Bloat for Faster Builds and Smaller Executables &#8211; Game Angst</title>
		<link>http://gamearchitect.net/about/comment-page-1/#comment-198</link>
		<dc:creator>Minimizing Code Bloat for Faster Builds and Smaller Executables &#8211; Game Angst</dc:creator>
		<pubDate>Sat, 19 Sep 2009 19:59:34 +0000</pubDate>
		<guid isPermaLink="false">#comment-198</guid>
		<description>[...] certainly been the case with every game and every engine I&#8217;ve worked on.  My good friend Kyle, who has for years been tracking all sorts of wonderful statistics about the development of Despair [...]</description>
		<content:encoded><![CDATA[<p>[...] certainly been the case with every game and every engine I&#8217;ve worked on.  My good friend Kyle, who has for years been tracking all sorts of wonderful statistics about the development of Despair [...]</p>
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		<title>By: Kyle</title>
		<link>http://gamearchitect.net/about/comment-page-1/#comment-97</link>
		<dc:creator>Kyle</dc:creator>
		<pubDate>Fri, 08 May 2009 02:19:37 +0000</pubDate>
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		<description>Someone&#039;s never going to be a professional programmer if he doesn&#039;t understand how pointers and recursive functions work.  And to do general aggregation, you still have to have your aggregates inherit from some common base class.  Inheritance is useful, it&#039;s just not the solution to all problems.

Your mileage may vary, but I&#039;m more swayed by the quality of someone&#039;s code than by the flashiness of his demo.  It&#039;s better to do few things cleanly and well than to try to do everything at once.</description>
		<content:encoded><![CDATA[<p>Someone&#8217;s never going to be a professional programmer if he doesn&#8217;t understand how pointers and recursive functions work.  And to do general aggregation, you still have to have your aggregates inherit from some common base class.  Inheritance is useful, it&#8217;s just not the solution to all problems.</p>
<p>Your mileage may vary, but I&#8217;m more swayed by the quality of someone&#8217;s code than by the flashiness of his demo.  It&#8217;s better to do few things cleanly and well than to try to do everything at once.</p>
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		<title>By: Class Reflection in the Despair Engine &#8211; Game Angst</title>
		<link>http://gamearchitect.net/about/comment-page-1/#comment-91</link>
		<dc:creator>Class Reflection in the Despair Engine &#8211; Game Angst</dc:creator>
		<pubDate>Sun, 19 Apr 2009 18:06:17 +0000</pubDate>
		<guid isPermaLink="false">#comment-91</guid>
		<description>[...] Kyle Wilson and I were laying out the design for Day 1&#8217;s Despair Engine, low-level support for reflection [...]</description>
		<content:encoded><![CDATA[<p>[...] Kyle Wilson and I were laying out the design for Day 1&#8217;s Despair Engine, low-level support for reflection [...]</p>
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		<title>By: Nick</title>
		<link>http://gamearchitect.net/about/comment-page-1/#comment-87</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Wed, 08 Apr 2009 07:15:54 +0000</pubDate>
		<guid isPermaLink="false">#comment-87</guid>
		<description>I stumbled upon this website while looking for information that might help me lay out the architecture for my first collaborative game effort, a simple Java platformer I&#039;m working on with a few friends.  I was instantly drawn in by the articles contained, clearly written by industry veterans laying bare the nuts and bolts of cutting-edge AAA game programming, with enough Wikipedia links thrown in to let me know it isn&#039;t an exclusive club.  So here I am, posing a question to this community at 3AM.

As I&#039;ve started to educate myself on the workings of the industry in preparation for my (hopeful) eventual transition into it, I&#039;ve been dismayed to find that many of the engineering practices I&#039;m currently being taught are reversed or ignored completely in current practice.  One developer called recursive functions &quot;a neat gimmick you learn in college&quot; which require far more call overhead than they&#039;re worth for common implementation, and now I see your article on Aggregation over Inheritance telling me that Inheritance is soooo 90&#039;s.  I don&#039;t want to be obsolete before I even hit the market!

So my open question to you, Kyle, and any other experienced developers who may have an opinion, is this: should I spend my time NOW, as a junior in college looking for some game development experience that will propel me into a career, perusing sites like this one, looking for the bleeding-edge tools and tricks of the trade so I can go into interviews armed with apropos knowledge, but few demonstration pieces?  Or should I try to iterate on very simple things I know I can handle without too much hassle, and go from there to build a large portfolio of experience?  In concrete terms, as I&#039;m trying to lay out the structure for my current project, I have the simultaneous urges to make the engine thread-based (a concept I&#039;ve never worked with before) and to push my knowledge further while preparing myself for a multiprocessor environment, but also to put most everything in a very simple rendering loop, so I have few surprises and know I can work on it easily, with perhaps a greater chance of success.

So... high-concept or high-polish, on several levels?  A novice and wannabe wants to know.  Thanks for your patience and help.</description>
		<content:encoded><![CDATA[<p>I stumbled upon this website while looking for information that might help me lay out the architecture for my first collaborative game effort, a simple Java platformer I&#8217;m working on with a few friends.  I was instantly drawn in by the articles contained, clearly written by industry veterans laying bare the nuts and bolts of cutting-edge AAA game programming, with enough Wikipedia links thrown in to let me know it isn&#8217;t an exclusive club.  So here I am, posing a question to this community at 3AM.</p>
<p>As I&#8217;ve started to educate myself on the workings of the industry in preparation for my (hopeful) eventual transition into it, I&#8217;ve been dismayed to find that many of the engineering practices I&#8217;m currently being taught are reversed or ignored completely in current practice.  One developer called recursive functions &#8220;a neat gimmick you learn in college&#8221; which require far more call overhead than they&#8217;re worth for common implementation, and now I see your article on Aggregation over Inheritance telling me that Inheritance is soooo 90&#8217;s.  I don&#8217;t want to be obsolete before I even hit the market!</p>
<p>So my open question to you, Kyle, and any other experienced developers who may have an opinion, is this: should I spend my time NOW, as a junior in college looking for some game development experience that will propel me into a career, perusing sites like this one, looking for the bleeding-edge tools and tricks of the trade so I can go into interviews armed with apropos knowledge, but few demonstration pieces?  Or should I try to iterate on very simple things I know I can handle without too much hassle, and go from there to build a large portfolio of experience?  In concrete terms, as I&#8217;m trying to lay out the structure for my current project, I have the simultaneous urges to make the engine thread-based (a concept I&#8217;ve never worked with before) and to push my knowledge further while preparing myself for a multiprocessor environment, but also to put most everything in a very simple rendering loop, so I have few surprises and know I can work on it easily, with perhaps a greater chance of success.</p>
<p>So&#8230; high-concept or high-polish, on several levels?  A novice and wannabe wants to know.  Thanks for your patience and help.</p>
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