[gameprogrammer] Re: Order of operations

My advice is to start with the design document. Make sure to include what the UI looks like, how the helecopter reacts, all the controls, how information is to be stored, etc. Once you have everything laid out on paper, it is much easier to figure out were to start, and you are less likely to make sweeping changes to your code.

But to answere your question specifically, I would start with the physics, since everything will be based on that. Then the units, since they can be built off the physics. Environment, AI, GUI (or perhaps GUI then AI), then sound. The best thing to do is find all the dependancies for all the different aspects and start at the bottom. The design document can help you flesh out what the dependancies are.

Have Fun,
Darren
--
If one is to assume an Infinite Universe, one must also assume an Infinite number of Possibilities.


Matthew A. DiFrancesco wrote:
I don't have anything to offer, but I am trying to consume as much information as I can to learn this stuff. If you can keep me posted on the information you lean somehow, I would really....really appreciate it. My email address is difran@xxxxxxxxx <mailto:difran@xxxxxxxxx>. I have 3D Studio Max and Maxon Cinema 4D at my disposal. Thanks!

On 12/8/03, *Simon* <simonmihevc@xxxxxxxx <mailto:simonmihevc@xxxxxxxx>> wrote:

    Hello, I've just started on a gaming project which(for my knowledge
    at least) is rather big(intended for learning).
    It's going to be 3d game, controlling a hellicopter(partly
    realistic) with big outdoor scenes. The game will
    consist of a series of missions(similar to flashpoint, commandos
    etc.). I'm having problem deciding where
    to start. There's a lot of stuff that needs to be done and I don't
    know where to begin and in what order so
    the problems later on won't result in big changes on what I've done
    earlier on... Any suggestion on what to
    start with and what to leave for later(GUI, AI, world loader, world
    editor, sound, physics, ...)?



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