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I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. Delores had/has two full-time paid testers and before any build was uploaded to a store, it got a good deal of testing around the fix, plus a complete play through of 30 photos was required on each platform.
But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. If we broke a store build, it would be hours of tech support emails. Releasing a build going to manufacture was nerve wracking and very expensive.
Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. To avoid this, always check the errors reported in debug builds! How is this achieved? For Physics, it's a bit more difficult.
In part 1 of 1 in my series of articles on games design, let's delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Gary and I didn't have Puzzle Dependency Charts for Maniac Mansion, and in a lot of ways it really shows. Let's build one! Let's build one!
In part 1 of 1 in my series of articles on games design, let’s delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Gary and I didn’t have Puzzle Dependency Charts for Maniac Mansion, and in a lot of ways it really shows. Let’s build one!
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