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Thread: So whatever happened to the whole PGDCE thing?

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  1. #1

    So whatever happened to the whole PGDCE thing?

    Looking at the forum, not much since 2014! Just a lack of interest?

  2. #2
    Yep this part is dead for a certain time. At least it was fun while it lasted

  3. #3
    PGD Staff / News Reporter phibermon's Avatar
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    I was very excited by the project and some people worked hard on getting it together but there were large disparities in skill level that were I factor I think - the seasoned engine devs difference in opinions aside, there was so much to do and so much to plan and design before it reached a level where there was something for every skill level to contribute to.

    It would of been a tiny handful of people working on an engine for ages - a tiny handful who already had engine project of their own.

    So the experienced drifted away onto their already working engine projects - the less experienced drifted away because there wasn't much for them to do other than learn how to make game engines - which is what they were doing anyway.

    ---

    I think upon reflection the project needed a working and established engine core to build around, some part of that engine developed enough that there were jobs for people to do at any skill level and somebody to maintain a list of tasks that people could pick up according to size and skill.

    In effect we needed gamification of the process of creating a game engine.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  4. #4
    Quote Originally Posted by phibermon View Post
    I think upon reflection the project needed a working and established engine core to build around, some part of that engine developed enough that there were jobs for people to do at any skill level and somebody to maintain a list of tasks that people could pick up according to size and skill
    I strongly disagree with you on this.
    You see the main idea of PGDCE was not to take an existing engine and then build upon it but to start creating a new engine from start (that also includes engine core) in order to provide from start to end learning experience for everyone involved.
    What PGDCE lacked or should I say is still lacking is a proper design documentation which is written in such way that even those without any prior experience in game engine development would be able to understand it.
    But that was never made. The closest that we got were just a few text documents suggesting the basic class structure. Wile design document outlining the basic class structure might be enough for experienced game engine developers to start working on a game engine that definitely isn't enough for people who have no prior experience on game engine development to start any work. Why? Because they probably won't be able to visualize relation of these different classes and therefore understand their role in the game engine as a whole.
    That is why (if your remember) I suggested that we instead start making a mind graph which will at the beginning outline all planned modules (the idea was for PGDCE to have modular structure) and which could then later be further extended with more detailed information about each specific module and their mutual relations. But for some reason there was no interest in my idea about creating mind graph as part of documentation.

    Any way the second reason why people lost interest in the creation of PGDCE is that at the time when we were still in the process of creating documentation the Castle Engine was published. So many people would rather go making new games on existing engine rather than making the engine itself.
    Also at the time user masonwheeler offered a chance to help him continue development of his own partially made engine named The TURBU engine instead.

  5. #5
    Any way the second reason why people lost interest in the creation of PGDCE is that at the time when we were still in the process of creating documentation the Castle Engine was published. So many people would rather go making new games on existing engine rather than making the engine itself.
    That is a strong point, especially by this day and age where game engine like Unity and Unreal exists.
    Many people doesn't care anymore about what is under the hood.

    I don't advocate for these tools, but it is a reality.

  6. #6
    Strong point until you find out that those engines does not support features that your require. At that point you realize that adding needed features to such engine can be a verry hard task.
    Not to mention that you might be stuck with some bugs that come with those engines.

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