Game Development Reference
In-Depth Information
7 . What is the difference between real time and game time, and when would
game time diverge from real time?
8 . Change the following 30 FPS code so it is not frame rate dependent:
position.x += 3.0
position.y += 7.0
9 . How could you force a traditional game loop to be locked at 30 FPS?
10 . What are the three different categories of game objects? Give examples of
each.
Additional References
Evolution of Video Game Programming
Crane, David. “GDC 2011 Classic Postmortem on Pitfall!” ( http://tinyurl.com/
6kwpfee ). The creator of Pitfall! , David Crane, discusses the development of the
Atari classic in this one-hour talk.
Game Loops
Gregory, Jason. Game Engine Architecture . Boca Raton: A K Peters, 2009.
This topic dedicates a section to several varieties of multithreaded game loops, in-
cluding those you might use on the PS3's asymmetrical CPU architecture.
West, Mick. “Programming Responsiveness” and “Measuring Responsive-
ness” ( http://tinyurl.com/594f6r and http://tinyurl.com/5qv5zt ). These Gamasutra
articles written by Mick West (co-founder of Neversoft) discuss factors that can
cause increased input lag as well as how to measure input lag in games.
Game Objects
Dickheiser, Michael, Ed. Game Programming Gems 6 . Boston: Charles River
Media, 2006. One of the articles in this volume, “Game Object Component Sys-
tem,” describes an alternative to a more traditional object-oriented model. Al-
though this implementation may be a bit complex, more and more commercial
games are trending toward game object models that use composition (“has-a”) in-
stead of strict “is-a” relationships.
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