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Game engine architecture4/6/2023 ![]() ![]() ![]() In this chapter, Jason literally asks you to put the book down and to read a blogpost about localization. You implement localization first, because you don't want your whole system to break, just because someone from a non-English speaking country prints a funky looking character. of the Book, Jason argues, that the literal first thing you should work on when building your game engine, is to tackle localization. ![]() Unicode was just some vague concept, that I know what it was, but knew absolutely nothing about. Chapter after chapter I get a new aha-moment, that makes me understand underlying concepts on a very fundamental level.Īs a concrete example, do you know how Unicode works? All my life I've only known ASCII. It is full of good programming patterns, how to implement performance critical stuff and good explanations in general. I found this book "Game Engine Architecture" by Jason Gregory, which I've been reading the last couple of months, and even though I am under half way through, I can already say that this book is one of the most important things that I've ever read. So, for a while now, I've been dreaming to make this game, and to use no game engine to do so (I don't want to argue why, so please just take this at face value). ![]()
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