[game_edu] Game Engines

Carl Callewaert carl at measurand.com
Fri Mar 6 18:08:08 EST 2009


how do or in which way do you take it slowly away?


----- Original Message -----
From: "Joel Gonzales" <joel at lowpolycount.com>
To: "IGDA Game Education Listserv" <game_edu at igda.org>
Sent: Friday, March 06, 2009 6:53 PM
Subject: Re: [game_edu] Game Engines


As Ian suggested, Discussing Not Invented Here is always a good topic in
computer science. As for using an engine in a curriculum, it depends on
what your goal is. Having one means that students spend more time making
the game instead of how to display something to the screen or handling
collisions. Still, that experience is useful because no engine will give
you everything you need. RIT has a process that I think works. They gave
you an engine when you start the curriculum and slowly take it away as
your progress through your classes.

-J
http://www.lowpolycount.com



S. Gold wrote:

> With Penny’s post this morning I thought I would send out the results of

> another Game Engine Survey done by one of the SIG’s Advisory Board

> Members, Mark DeLoura. It is very thorough and even an easy read for those

> without a lot of Game Engine knowledge. With the proliferation of Game

> Engines on the market, I think the most interesting question is when do

> teams decide to use an engine over creating their own tech?

>

> http://www.satori.org/2009/03/the_engine_survey_general_resu.html

>

> Susan

> --

> Susan Gold

> Skype: tahoegold

>

> "To live is the rarest thing in the world. Most people exist, that is

> all." Oscar Wilde

> ------------------------------------------------------------------------

>

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