September 19th, 2015

(eng.) Archetypical Classification of the Video Games (Part-2, page-1)

The Essence of the Games
(analytical article, popular science)

Forword by the author:

Please excuse me in advance for this translation. I translated into English as I could. Perhaps in the near future there will be more high quality translation.

This article I wrote during long time, throughout a long and difficult period. Please to treat with respect my work. Your negative emotions and inadequate thoughts please keep for yourself. :)

I consider this part of the article exactly as a continuation of the first part about the archetypical classification of the video games.

This second part of the article has grown from separate fragments, which I added to the chapter “Tangents”, but over time I have edited and added new entries, and eventually it’s grown into something most voluminous. Often is difficult to add so much information on the single web page, so I divided the article into two parts. I hope that in this way will be more comfortable to read. :)
– So, we begin:

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(eng.) Archetypical Classification of the Video Games (Part-2, page-2)

Of course, do not forget to optimize the game level – if it allows the engine, then try to hide or delete all those polygons that are not visible by the player on the level (if it is a 3D game). And it could to reduce the requirements for RAM or video memory. Also the view from virtual camera will not be very slow on mobile devices, on old computers or on economical type PC. If such optimization method can not be applied to the game engine, then it should be to optimize each virtual object directly in the editor, in which you create 3D objects (such as Blender, Maya, 3D Studio Max, etc.). Some level designers create the levels completely in such 3D editors, and there are optimized, on objects removing all polygons that are not visible from the player. – Be careful on which side are falling the shadows!Collapse )