fix a term
continuous-integration/drone/push Build is passing Details

main
Evan Hemsley 2020-07-21 15:58:30 -07:00
parent 803ead19ef
commit 103211c440
1 changed files with 1 additions and 1 deletions

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@ -12,6 +12,6 @@ But you could go even crazier if you wanted. Why not throw some fancy particle
At this point you might be looking at our collection of Components, Messages, Engines and Renderers and thinking - this is awfully complex for something as simple as Pong. And you wouldn't be wrong. But over the course of this tutorial I showed you a few different times how easy it was to use and extend functionality we had already built to create new game entities. Over the course of building a much larger game, these benefits grow exponentially, and you will probably find that the structures you build can apply easily across multiple different games as well. At this point you might be looking at our collection of Components, Messages, Engines and Renderers and thinking - this is awfully complex for something as simple as Pong. And you wouldn't be wrong. But over the course of this tutorial I showed you a few different times how easy it was to use and extend functionality we had already built to create new game entities. Over the course of building a much larger game, these benefits grow exponentially, and you will probably find that the structures you build can apply easily across multiple different games as well.
I've been developing games for quite some time now, and I have used plenty of development tools that let you put something simple together very quickly, but become more and more untenable over the course of a multi-month or multi-year project. Let's be real - most of us as game developers aren't trying to make Pong over the course of a weekend. We are trying to build beautiful new creative games, and that process is a long and winding road. Most game engines are hares. Encompass is trying to be a tortoise. Maybe you won't hit the ground sprinting. But you'll win the race in end. I've been developing games for quite some time now, and I have used plenty of development tools that let you put something simple together very quickly, but become more and more untenable over the course of a multi-month or multi-year project. Let's be real - most of us as game developers aren't trying to make Pong over the course of a weekend. We are trying to build beautiful new creative games, and that process is a long and winding road. Most game coding systems are hares. Encompass is trying to be a tortoise. Maybe you won't hit the ground sprinting. But you'll win the race in end.
This tutorial should have given you a pretty good idea of how to build your game simulation in Encompass. If you have suggestions for how the tutorial could be made better, or you have further questions about Encompass, or you want to get feedback from other Encompass developers, why not join our [Discord server](https://discord.gg/ZYE88fK)? This tutorial should have given you a pretty good idea of how to build your game simulation in Encompass. If you have suggestions for how the tutorial could be made better, or you have further questions about Encompass, or you want to get feedback from other Encompass developers, why not join our [Discord server](https://discord.gg/ZYE88fK)?