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	<title>Comments on: Common Component Syndrome</title>
	<atom:link href="http://makemacgames.com/2005/08/30/common-component-syndrome/feed/" rel="self" type="application/rss+xml" />
	<link>http://makemacgames.com/2005/08/30/common-component-syndrome/</link>
	<description>The Adventure</description>
	<pubDate>Fri, 21 Nov 2008 08:46:23 +0000</pubDate>
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		<title>By: Jon Trainer</title>
		<link>http://makemacgames.com/2005/08/30/common-component-syndrome/#comment-77</link>
		<dc:creator>Jon Trainer</dc:creator>
		<pubDate>Wed, 07 Sep 2005 12:53:17 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=62#comment-77</guid>
		<description>Hi Keli!  Thanks for reading and leaving your thoughts.  I'm glad to see someone from Unity (OTEE) chime in.

You are absolutely right.  It is unfair to compare Unity and Torque to a database grid.  But, it was only to make a point.  

I have a whole bunch to say on this topic and my reply is turning out to be too long for a comment, so I'm turning it into a post that should be added to the site later today.</description>
		<content:encoded><![CDATA[<p>Hi Keli!  Thanks for reading and leaving your thoughts.  I&#8217;m glad to see someone from Unity (OTEE) chime in.</p>
<p>You are absolutely right.  It is unfair to compare Unity and Torque to a database grid.  But, it was only to make a point.  </p>
<p>I have a whole bunch to say on this topic and my reply is turning out to be too long for a comment, so I&#8217;m turning it into a post that should be added to the site later today.</p>
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		<title>By: Keli Hlodversson</title>
		<link>http://makemacgames.com/2005/08/30/common-component-syndrome/#comment-76</link>
		<dc:creator>Keli Hlodversson</dc:creator>
		<pubDate>Wed, 07 Sep 2005 07:38:46 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=62#comment-76</guid>
		<description>Using Unity as a game engine does not lock you into any certain kind of game. (Well except it has to be some kind of 3D game :P) It just removes the tedium of writing your own game engine and provides a glue for your own game code and assets. It makes common taks easy, hard tasks possible and near-impossible tasks within reach.

Please take a look at OTEE's widget challenge contestants. There are 13 very different games. (Even a 2D board-game one.)
(http://www.otee.dk/widget-challenge.html )

The analogy to the database grid view is in my opinion unfair (even to Torque.) Game engines are complex extensible products with focus on releiving game developers from common tasks. You wouldn't want to write your own compiler or 3D modeller, would you?

Most software devolpers suffer from a 'Not invented here' syndrome once in a while. A good manager will save a lot of development time and money recognising and avoiding that syndrome.
( http://en.wikipedia.org/wiki/Not_Invented_Here )

-- 
Keli
PS. Yes, I work for OTEE.</description>
		<content:encoded><![CDATA[<p>Using Unity as a game engine does not lock you into any certain kind of game. (Well except it has to be some kind of 3D game :P) It just removes the tedium of writing your own game engine and provides a glue for your own game code and assets. It makes common taks easy, hard tasks possible and near-impossible tasks within reach.</p>
<p>Please take a look at OTEE&#8217;s widget challenge contestants. There are 13 very different games. (Even a 2D board-game one.)<br />
(http://www.otee.dk/widget-challenge.html )</p>
<p>The analogy to the database grid view is in my opinion unfair (even to Torque.) Game engines are complex extensible products with focus on releiving game developers from common tasks. You wouldn&#8217;t want to write your own compiler or 3D modeller, would you?</p>
<p>Most software devolpers suffer from a &#8216;Not invented here&#8217; syndrome once in a while. A good manager will save a lot of development time and money recognising and avoiding that syndrome.<br />
( <a href="http://en.wikipedia.org/wiki/Not_Invented_Here" rel="nofollow">http://en.wikipedia.org/wiki/Not_Invented_Here</a> )</p>
<p>&#8211;<br />
Keli<br />
PS. Yes, I work for OTEE.</p>
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		<title>By: Jon Trainer</title>
		<link>http://makemacgames.com/2005/08/30/common-component-syndrome/#comment-70</link>
		<dc:creator>Jon Trainer</dc:creator>
		<pubDate>Wed, 31 Aug 2005 21:16:57 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=62#comment-70</guid>
		<description>&lt;blockquote&gt;Agree 100%&lt;/blockquote&gt;

Thanks.</description>
		<content:encoded><![CDATA[<blockquote><p>Agree 100%</p></blockquote>
<p>Thanks.</p>
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	<item>
		<title>By: Make Mac Games &#187; Blog Archive &#187; The Escapist on The Games Industry</title>
		<link>http://makemacgames.com/2005/08/30/common-component-syndrome/#comment-69</link>
		<dc:creator>Make Mac Games &#187; Blog Archive &#187; The Escapist on The Games Industry</dc:creator>
		<pubDate>Wed, 31 Aug 2005 21:14:40 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=62#comment-69</guid>
		<description>[...] Make Mac Games The Adventure      &#171; Common Component Syndrome [...]</description>
		<content:encoded><![CDATA[<p>[...] Make Mac Games The Adventure      &laquo; Common Component Syndrome [...]</p>
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		<title>By: radioact1ve</title>
		<link>http://makemacgames.com/2005/08/30/common-component-syndrome/#comment-68</link>
		<dc:creator>radioact1ve</dc:creator>
		<pubDate>Wed, 31 Aug 2005 04:14:59 +0000</pubDate>
		<guid isPermaLink="false">http://makemacgames.com/?p=62#comment-68</guid>
		<description>Agree 100% 

I had always thought of coming up with my own engines. Your last sentence says it all.

"Doesnâ€™t it make sense to make the technology fit the game, not the game fit the technology?"

I see those "all purpose" engines are, all though great for the various reasons you listed above, just missing something. Something that only an engine made for the game would have. 

I just finished playing Darkwatch from High Moon. Great game and all, but when I saw in the beginning credits that they were using RenderWare I was a little disappointed. Graphics great and all, but of course reminded me of those games that use RW. Great game over all though.</description>
		<content:encoded><![CDATA[<p>Agree 100% </p>
<p>I had always thought of coming up with my own engines. Your last sentence says it all.</p>
<p>&#8220;Doesnâ€™t it make sense to make the technology fit the game, not the game fit the technology?&#8221;</p>
<p>I see those &#8220;all purpose&#8221; engines are, all though great for the various reasons you listed above, just missing something. Something that only an engine made for the game would have. </p>
<p>I just finished playing Darkwatch from High Moon. Great game and all, but when I saw in the beginning credits that they were using RenderWare I was a little disappointed. Graphics great and all, but of course reminded me of those games that use RW. Great game over all though.</p>
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