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mikepurvislast Wednesday at 5:13 PM1 replyview on HN

I think a lot comes down to whether a game is art-first or code-first, and almost all modern games are art-first, so it makes sense to have your platform be one that artists and designers are immediately productive in, and the software people are basically writing behaviour modules and plugins for that established system.

But it's good that code-first engines still exist. There are always going to be projects that are more experimental, or don't have a clear pattern of entities, or are dynamic enough that that kind of thing doesn't make sense.


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gmueckllast Wednesday at 6:05 PM

This is a somewhat naive view of engines in modern game development. Full-featured engines allow every department to dive in head first in parallel. The first gameplay elements often get programmed before the first pieces of content arrive. Scenes can be blocked out and drafted immwdiately at the start of the project. Complex animations with states and blend trees can be created amd tested independently of the gameplay code. Audio scenes, complex cues and (dynamic) music can be mixed and mastered independently of any code to integrate audio into the game. The whole process is highly parallelized these days and the engine tools serve to insulate the departments from one another to some extent so that everybody can move faster.

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