6.18.2012

Why I can't just can't into 3D

As I've already expressed in a previous post, I'm not satisfied with everything I write and stuff takes ages because I'm trying to archieve soemthing that's not the way I want thigs to be. And as I was thinking about my own personal graphics engine, I realized that I love cool 2D effects more than ready-to-run 3D graphic effects. It's just not the way I want to imagine my stuff, just not the way I feel comftable with doing ANYTHING in game programming. My previous engine went so well and was finished in just a few days and had everything I needed for my roguelike. I didn't really do anything until now that had to do with having actual graphical output. It's a total waste of time to mine and I can't motivate myself to create my personal visions with 3D acceleration. Everytime I start thinking about this stuff it goes worse and worse until I don't do anything and feel disappointed about things that aren't as perfect as they could be. It makes me depressive! I had so many ideas today how to make wonderful little effects with simple 2D blending using SDL and some alpha effects. No need for the full 3D overhead. Also, my so far two-and-a-half months long experience in the games industry taught me one thing: specialists have a lot of work to do. Currently we seem to have just a few 3D programmers and they don't really do anything else besides, well, porting 3D stuff from one platform to another. Everything I imagined how they would work nullifies by how boring a specialists work is. Thus, I'm going to do what I always did: get everything from every useful programming aspect and create a toolkit that's reflecting your personal game programming vision. Normally, I try to never specialize myself too much because it poisons your view at problems in general. The lead programmer will never realize how important the small details are if he only cares about getting things done. The graphics programmer is not of use for a wider range of platforms if he never tried to view things with a low-end rig instead of his monster system. Similarly, gameplay programmers need to know how to NOT scatter things across the memory because gameplay data is too atomic and simple compared to any other aspect of engine design. My point is that there are things that are usually more important than blindly specializing. I try to have a view over everything, to know when things could suck in the end and how this can be avoided. Even if this means that I'm never going to become a guru of AI or shader programming. My first duty is to be a good programmer, and that's necessarily the one who can pump up new features every day but the one creating lasting and efficient designs for the situations that matter most.

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