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pc-games

PC and console game development principles. Engine selection, platform features, optimization strategies.

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pc-games
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PC and console game development principles. Engine selection, platform features, optimization strategies.
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# PC/Console Game Development > Engine selection and platform-specific principles. --- ## 1. Engine Selection ### Decision Tree ``` What are you building? │ ├── 2D Game │ ├── Open source important? → Godot │ └── Large team/assets? → Unity │ ├── 3D Game │ ├── AAA visual quality? → Unreal │ ├── Cross-platform priority? → Unity │ └── Indie/open source? → Godot 4 │ └── Specific Needs ├── DOTS performance? → Unity ├── Nanite/Lumen? → Unreal └── Lightweight? → Godot ``` ### Comparison | Factor | Unity 6 | Godot 4 | Unreal 5 | |--------|---------|---------|----------| | 2D | Good | Excellent | Limited | | 3D | Good | Good | Excellent | | Learning | Medium | Easy | Hard | | Cost | Revenue share | Free | 5% after $1M | | Team | Any | Solo-Medium | Medium-Large | --- ## 2. Platform Features ### Steam Integration | Feature | Purpose | |---------|---------| | Achievements | Player goals | | Cloud Saves | Cross-device progress | | Leaderboards | Competition | | Workshop | User mods | | Rich Presence | Show in-game status | ### Console Requirements | Platform | Certification | |----------|--------------| | PlayStation | TRC compliance | | Xbox | XR compliance | | Nintendo | Lotcheck | --- ## 3. Controller Support ### Input Abstraction ``` Map ACTIONS, not buttons: - "confirm" → A (Xbox), Cross (PS), B (Nintendo) - "cancel" → B (Xbox), Circle (PS), A (Nintendo) ``` ### Haptic Feedback | Intensity | Use | |-----------|-----| | Light | UI feedback | | Medium | Impacts | | Heavy | Major events | --- ## 4. Performance Optimization ### Profiling First | Engine | Tool | |--------|------| | Unity | Profiler Window | | Godot | Debugger → Profiler | | Unreal | Unreal Insights | ### Common Bottlenecks | Bottleneck | Solution | |------------|----------| | Draw calls | Batching, atlases | | GC spikes | Object pooling | | Physics | Simpler colliders | | Shaders | LOD shaders | --- ## 5. Engine-Specific Principles ### Unity 6 - DOTS for performance-critical systems - Burst compiler for hot paths - Addressables for asset streaming ### Godot 4 - GDScript for rapid iteration - C# for complex logic - Signals for decoupling ### Unreal 5 - Blueprint for designers - C++ for performance - Nanite for high-poly environments - Lumen for dynamic lighting --- ## 6. Anti-Patterns | ❌ Don't | ✅ Do | |----------|-------| | Choose engine by hype | Choose by project needs | | Ignore platform guidelines | Study certification requirements | | Hardcode input buttons | Abstract to actions | | Skip profiling | Profile early and often | --- > **Remember:** Engine is a tool. Master the principles, then adapt to any engine.
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