![image by todbot on flickr](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9EHMvWUaBbAkxE4gGFlPTnlha0zL1EJLQCOC8IysnM192Fk-S7fpH304zpzsYbXhLOBTI3VfE891eNR4cdOxKeDki2gf_LZucDHQPo8i-Y-MWyXLRO7IECIv3Cvn7QHWYNozz3yHX3rzW/s400/gears.jpg)
Game Architect doesn't update often, but when Kyle posts it's worth the read.
Definitely read his GDC 2008 wrap up, and if you're into engines, read his thoughts on Day 1 Studio's Despair Engine.
I especially enjoyed the engine section on orthogonal hierarchies, a topic I've discussed with many before regarding scene graphs. He mentions that they've split what many have overloaded into a single scene graph into at least 5 hierarchies.
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