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Post by F1Andre on Jul 5, 2015 8:22:02 GMT
Hi, so I have a few questions and would like some answers from your point of view and how it worked out for you.
Q1: If I were to program something like an interface with a list of about 30 GUI elements like names. Should I create a algorithm that reads the name of the GUI element and calculate the position of each little box that contains the name. OR Should I hardcode everything and program the location of each GUI element by hand. Second one is easier and would work just fine, but the first is much more sofisticated and professional looking.
Q2: In game development you always find a way to make it better and to perfect the thing you are working on. Would it be better to make/ program a specific thing till it is flawless or leave it for later releases. The same with implementing better ways of doing a job that would work better. So would you work on something till it is perfect or make it so that it works for the job and leave any better implementations for later releases. The same goes for new ideas to make the user experience better.
Thank you --Andรฉ
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Post by BorekS on Jul 6, 2015 9:55:09 GMT
hi F1Andre, as to the Q2: sooner or later you always will find a way how to make some things better...
from my own experience I can say this: do not wait for the event which you will mark its perfect. its a way to hell. its a way to the Never-Release Land.
also very known is the neverending skipping from a old (game/programmer) engine to another. a way to hell aswell. just select your favorite tool, and try to finish it there and release it. when this done, try to improve it and release it as a new version.
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Post by BorekS on Jul 6, 2015 10:06:47 GMT
a small wrong way sample:
there was a team who started to create a Porsche 917K car add-on for one game. they wanted to make it superperfect. first of all the original car mesh wasnt suitable for any then game at all, because of much polygons. so they did started to reworking it completely... during the public thread "masage" (which took years) they changed a few times the game engine because of physics...
finally they said no present game can simulate the car as they wish, so they cancelled the project.
a bubble splatched.
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Post by F1Andre on Jul 6, 2015 10:57:23 GMT
I have accepted that UNITY would be my engine for the game I till it has no updates left. After using UNREAL for about 5 days I left it and went on with UNITY. It may not be great for a simulation game but I am no longer making a "just" racing game.
Yeah... there is probably no such thing as perfect. Something that is better to realise sooner than later.
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