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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. For this article, I'm going to go with Chart.
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. It’s Sunday. Let’s build one!
I'm not talking about your unit tested sort routine, I'm talking about complex puzzle logic and odd UI uses. The first is that it uses a very large library of mine, most of which is not used in this engine, so I'd have to go though and cull out all the cruft, not to mention all the proprietary console crap.
I’m not talking about your unit tested sort routine, I’m talking about complex puzzle logic and odd UI uses. The first is that it uses a very large library of mine, most of which is not used in this engine, so I’d have to go though and cull out all the cruft, not to mention all the proprietary console crap.
We are lucky that despite the culling of thousands of 5-star reviews, only a handful of people rated the game 3-stars or lower and so our average is still a respectable 4.92 Instead, 13 days after our release, we have 25 fewer reviews (622) than what we had on the first day. but even so, the question of Why? burns in our minds.
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. The idea behind this technique is not to alter the sequence order, but to make every stage as parallel as possible.
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