2008년 03월 22일
Middleware For Tool Making
The following is quoted from in which 'Smart coder priorities' article which is one of what Tom Forthy's blog:
...
So I'm going to do some more posts on some of the detailed aspects once I get them straight in my head. But the big message is really that the old days of the hero-coder saving the day with leet gfx skillz are over. Shaders just aren't that difficult to write, HDR is a matter of detailed book-keeping, and shadows may be a pain in the arse but they're not fundamentally going to make or break your game. Good asset management on the other hand can mean the difference between shipping and going bankrupt. That's what the new breed of hero-coder needs to focus on.
So I'm going to do some more posts on some of the detailed aspects once I get them straight in my head. But the big message is really that the old days of the hero-coder saving the day with leet gfx skillz are over. Shaders just aren't that difficult to write, HDR is a matter of detailed book-keeping, and shadows may be a pain in the arse but they're not fundamentally going to make or break your game. Good asset management on the other hand can mean the difference between shipping and going bankrupt. That's what the new breed of hero-coder needs to focus on.
# by | 2008/03/22 13:45 | Development | 트랙백 | 핑백(1) | 덧글(0)
☞ 내 이글루에 이 글과 관련된 글 쓰기 (트랙백 보내기) [도움말]
... 난 포스팅 중에 하나로 올 초에 구상 중이던 것으로 툴 제작을 간편하게 할 수 있는 미들웨어가 있었는데 Nocturnal이 있으므로 자동 패스. -_-; (http://kimsama.egloos.com/1730141) 리플렉션이 툴 개발에 편리하다라고만 이야기하면 사실 잘 안와닿는데 언리얼 에디터의 속성 창이 바로 이 리플렉션을 사용해서 구현한 것이다. (언리얼 ... more