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Object oriented Game Development -P2

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Object oriented Game Development -P2: There’s a better than 50% chance that you have picked this title off the shelf in a bookshop and are wondering if it’s going to be another one of those ‘secrets of the inner circle’ type of titles. You know, the ones that promise to tell you unspoken truths on how to write really cool games but in reality offer up a rehash of a manual you may already have for free anyway. | 16 Object-oriented game development Control the object I m controlling must respond perceptibly immediately to my changing the physical controller state - whatever that might be. Robustness the game should never crash especially if that would result in the loss of a player s efforts. How appropriate then is the hacker s claim that these represent unique development priorities for entertainment titles Robustness Speed control then robustness might be a typical programmer s assessment of the top three priorities for the title. However it will almost certainly not match your quality assurance QA department s priorities. If your game crashes then there is not a shadow of doubt that the game will be returned to you with an A class bug irrespective of how well it performs in the other categories. In fact it is considerably more important for games to be rock-solid than other types of software for two reasons. First it is uncommon for games to have intermediate releases to fix problems found belatedly on released titles. Software patches are released occasionally but these are the exception rather than the rule. Second many games run from read-only media - a CD DVD or cartridge -and it is therefore impossible to patch them once released anyway. It is undesirable to risk getting a name for unreliable software. This applies to all kinds of software not just games but it doesn t fit at all well with a business model that means you need to shift over 100 000 units just to break even. It is therefore totally reasonable to argue that - viewed from a commercial standpoint - all software titles have robustness as their number-one priority. So we ve found something in common between all strands of software development basically we don t want to get the customer angry. Speed The requirement that games run at 50 Hz or 60 Hz is perhaps a little strong. It s certainly true for some genres but as the limits of consoles are pushed by sheer game complexity the one-frame update is usually

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