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	<title>Comments on: Write Games, Not Engines</title>
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		<title>By: Handy Vandal&#39;s Almanac &#187; Blog Archive &#187; OOP Game Design Theory - Resources for Game Designers</title>
		<link>http://scientificninja.com/blog/write-games-not-engines/comment-page-1#comment-90</link>
		<dc:creator>Handy Vandal&#39;s Almanac &#187; Blog Archive &#187; OOP Game Design Theory - Resources for Game Designers</dc:creator>
		<pubDate>Wed, 24 Feb 2010 04:26:02 +0000</pubDate>
		<guid isPermaLink="false">http://jpetrie.webfactional.com/?p=8#comment-90</guid>
		<description>&lt;p&gt;[...] &#8220;Mandatory reading: http://scientificninja.com/advice/write-games-not-engines&#8221; [...]&lt;/p&gt;
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		<content:encoded><![CDATA[<p>[...] &#8220;Mandatory reading: <a href="http://scientificninja.com/advice/write-games-not-engines&#8221" rel="nofollow">http://scientificninja.com/advice/write-games-not-engines&#8221</a>; [...]</p>]]></content:encoded>
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		<title>By: Josh Petrie</title>
		<link>http://scientificninja.com/blog/write-games-not-engines/comment-page-1#comment-14</link>
		<dc:creator>Josh Petrie</dc:creator>
		<pubDate>Thu, 28 Jan 2010 16:45:09 +0000</pubDate>
		<guid isPermaLink="false">http://jpetrie.webfactional.com/?p=8#comment-14</guid>
		<description>&lt;p&gt;Yes, your impression is basically accurate: the flashy, eye-catching title of the post aside, the point I&#039;m trying to make is that it&#039;s usually better to &lt;em&gt;evolve&lt;/em&gt; or &lt;em&gt;grow&lt;/em&gt; your engine rather than attempt to design it and build it directly, in a vacuum, with no understanding of the requirements of the game you ultimately want to build with it.&lt;/p&gt;

&lt;p&gt;It&#039;s also worth pointing out that this was one of the earliest articles I wrote, back when I intended this site to be more of an article repository than a blog. The intention was to link this article to beginning/intermediate level programmers rather than repeat my arguments ad nauseam on forums and IRC channels. Essentially I&#039;m saying that building good engines requires you have some experience building or working with the things those engines will be used for -- beginners typically lack that. This advice is somewhat less applicable to developers who already have several completed games under their belt.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Yes, your impression is basically accurate: the flashy, eye-catching title of the post aside, the point I&#8217;m trying to make is that it&#8217;s usually better to <em>evolve</em> or <em>grow</em> your engine rather than attempt to design it and build it directly, in a vacuum, with no understanding of the requirements of the game you ultimately want to build with it.</p>

<p>It&#8217;s also worth pointing out that this was one of the earliest articles I wrote, back when I intended this site to be more of an article repository than a blog. The intention was to link this article to beginning/intermediate level programmers rather than repeat my arguments ad nauseam on forums and IRC channels. Essentially I&#8217;m saying that building good engines requires you have some experience building or working with the things those engines will be used for &#8212; beginners typically lack that. This advice is somewhat less applicable to developers who already have several completed games under their belt.</p>]]></content:encoded>
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		<title>By: YoYoFreakCJ</title>
		<link>http://scientificninja.com/blog/write-games-not-engines/comment-page-1#comment-13</link>
		<dc:creator>YoYoFreakCJ</dc:creator>
		<pubDate>Thu, 28 Jan 2010 11:31:48 +0000</pubDate>
		<guid isPermaLink="false">http://jpetrie.webfactional.com/?p=8#comment-13</guid>
		<description>&lt;p&gt;This is a nice post. But I would like to comment it with the following:
You are advicing us to build a game, rather than an engine. Let&#039;s consider a some-experienced programmer, who knows the SOLID principles and how to use use them in his code. After he writes his game, what will be left is a game loop, and a few classes like an animation model, input handling, collision detection and a few more. At least, this is how it should be. Isn&#039;t taking those classes and putting them inside of a library sort of making an engine?
An engine is a structure that keeps all needed aspects of a game in place, and helping them to communicate. From my point of view it looks like you&#039;re not trying to tell us to forget about engines, but you&#039;re rather giving us a short introduction on how to proceed in the engine development, while at the same time stopping script kiddies screaming around &quot;look at me, I&#039;m writing my own engine!&quot;. That&#039;s my impression on the article.&lt;/p&gt;

&lt;p&gt;But you do make some really good points as far as I can tell. Thank you for this great article!&lt;/p&gt;
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		<content:encoded><![CDATA[<p>This is a nice post. But I would like to comment it with the following:
You are advicing us to build a game, rather than an engine. Let&#8217;s consider a some-experienced programmer, who knows the SOLID principles and how to use use them in his code. After he writes his game, what will be left is a game loop, and a few classes like an animation model, input handling, collision detection and a few more. At least, this is how it should be. Isn&#8217;t taking those classes and putting them inside of a library sort of making an engine?
An engine is a structure that keeps all needed aspects of a game in place, and helping them to communicate. From my point of view it looks like you&#8217;re not trying to tell us to forget about engines, but you&#8217;re rather giving us a short introduction on how to proceed in the engine development, while at the same time stopping script kiddies screaming around &#8220;look at me, I&#8217;m writing my own engine!&#8221;. That&#8217;s my impression on the article.</p>

<p>But you do make some really good points as far as I can tell. Thank you for this great article!</p>]]></content:encoded>
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