The Code Behind Games

Caporegime
Joined
28 Jan 2003
Posts
39,972
Location
England
Does anybody have any links or knowledge on what kind of code would go into making video games? Tried a quick google but found nothing.

I was playing Fifa yesterday and wondered how this type of game would be coded, what with trophies unlocking after certain events, and how these are interpreted etc and how the inputs are processed.

Maybe there is nothing (and if there was, I wouldn't understand it) and I'm talking out my bottom. But I thought it would be nice to have an understanding.
 
The engine will usually be done in C or C++ I think. as an example, if its something thats been done in the Unreal 3 engine (Gears, ME etc) then I imagine most of the actual game will have been done using the Unreal Editor along with the built in Kismet scripting and code similar to what mutators are created with.

To be honest, most places will have some kind of in-house editor that uses engine x or engine y etc
 
Thanks for all the information.

Does anybody have an example of how game code may look (on the PS3/360)? Or is this asking a bit much?
 
how_coding_works.jpg
found this picture for you.

For all the none technical people that always wondered how it looks to code this is how it is done!
 
Thanks for all the information.

Does anybody have an example of how game code may look (on the PS3/360)? Or is this asking a bit much?

00197 {
00198 RFs fs;
00199 User::LeaveIfError(fs.Connect());
00200 CleanupClosePushL(fs);
00201
00202 RFileReadStream file;
00203 User::LeaveIfError(file.Open(fs,*iFileName,EFileRead));
00204 CleanupClosePushL(file);
00205
00206 for(TInt i=0;i<KHighScoreEntries;++i) {
00207 HBufC* name=HBufC::NewL(file,KMaxTInt);
00208 TInt error=iNames.Append(name);
00209 if(error!=KErrNone) {
00210 delete name;
00211 User::Leave(error);
00212 }
00213 TInt score=file.ReadInt32L();
00214 User::LeaveIfError(iScores.Append(score));
00215 }
00216
00217 CleanupStack::PopAndDestroy(2,&fs);
00218 }

Bear in mind, most if not all developers will design their -own- scripting tools to make stuff faster and easier.
 
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