|Session Name||Love Engine Postmortem: Lean and Mean C Engine Design|
|Track / Format||Programming|
How does a single developer write an engine for an online, procedural, first person game? In this postmortem we will get an insight in to the design and implementation of networking, graphics, world generation and other subsystems of the engine used for the indie game "LOVE". We will discuss the different architectural decisions and how they impact the game.
The Love engine was written using some reused code, and also produced reusable code but the engine it self is not intended to be reused. We will discuss the benefits and thoughts around this unconventional approach. Given that the engine is written entirely in C we will talk about how to structure large C projects and some lesser know C techniques like how to make inheriting classes and fool proof APIs.
In the later part of the session the speaker will provide a bunch of smaller tips and tricks to make your engine run better and to simplify your development. The session will feature a wide range of live demos and examples.