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by Søren Hannibal
[Author's Bio]

Gamasutra
October 13, 2000

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Features

 

Contents

Introduction: 3D Engines

Setting Goals for the Engine

Feature List

Structures and Subsystems

Conclusion

Conclusion


If I had to sum up what I have been trying to say so far in four words, they would be: Think before you code!

Spend one or two days before you start to write a lot of code, and you will not get stuck as easily later on. And make sure that you get everything down on paper instead of keeping it in your head. This will you to keep focused and goal oriented. Always consider everything you do before you do it.

Be realistic! Know your own and your team's strengths and weaknesses. And do not aim too high.

Stick to the plan! Don't give up! Focus! Keep on! Be Persistent! Quitting is such an easy decision to make, but quitters are not winners. When Duke Nukem 3D was completed its technology was inferior to Quake, but the Duke Nukem crew still managed to make a better game because they kept working on and on. I know that you learn a lot and find better methods as you go through a project, but learning to accept slightly inferior code is a very important skill that will make you much more productive.

Don't just follow John Carmack and Tim Sweeney's technology plans. Learn from others, but don't copy blindly. They work 80 hours a week, with twice the efficiency of the rest of us, and have a few extra programmers to assist them. If the rest of us had to follow them we would never finish anything. Try to do your own things instead - seek out a project that is right for you.

 

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