One of the problems in this kind of games’ development, where you have big explorable maps, is the limitation of these coordinates and therefore the resulting approximation when you go beyond these limit values (high or low).This numbers’limit is an obstacle in every programming language and in every engine.
All the talk about old systems got me thinking about backward compatibility. How do we as developers handle the issue of backward compatibility? What are the factors that go into making the decisions that so many players both praise and lament, and ultimately lead to such statements as, ‘that game is too new for my hardware’, or ‘now I can (or, now I need to) upgrade my machine’?
In our debut year, our contributors explored a bunch of topics on game development, game marketing, game art, programming, etc. So here’s a list of the most popular posts based on what our audience thought was worth their click.
Game development can be very expensive and time-consuming, so it is encouraging to know you can find tools that offer professional grade functionality, ease of use, and won’t destroy your budget…