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121 points cybersoyuz | 1 comments | | HN request time: 0.517s | source
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ferguess_k ◴[] No.44609830[source]
As a side (but arguably related) topic:

Is there any webpage or book or any media that analyzes the technical aspects of a game? Take HOMM3 as an example -- what are the most difficult technical problems and how did the developers solve them? What are the algorithms that run aspects of the game (e.g. how is path-finding implemented? How is AI implemented?)? What is the architecture of the engine? Does it have a scripting engine and if so how is it implemented?

I like post-mortems but mostly are given by designers, directors, not programmers -- and even by programmers they did not go very deep like "John Carmack" type deep. The "Black books" by Fabien came into mind but these are few and far between.

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ethan_smith ◴[] No.44612424[source]
Check out "Game Programming Patterns" by Robert Nystrom and the GDC Vault for technical deep-dives. For HOMM specifically, the VCMI project (open-source HOMM3 engine) has source code that reveals implementation details like their A* pathfinding and combat AI systems.
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1. ferguess_k ◴[] No.44614657[source]
Thanks. I recalled a series of books called "Game Programming Gems", guess those are good too.

BTW absolutely love VCMI although I never managed to run it without error :/