Our Philosophy
Simplicity
Keeping the engine design as simple as possible allows rapid
experimentation, which is the key to future proof technology.
We will identify the few key areas where complex designs are
necessary for maximum performance. In all other areas we use
the simplest design possible. This includes:
- Standardized data formats (JSON)
- Maximum system decoupling (all coupling made at a higher abstraction layer)
- Explicit parameter passing and object construction (no statics or globals)
- Clear, readable and documented code
Openness
We will document our design decisions publicly, post news
about the development and encourage others to participate. If
people know about, discuss and copy our techniques, that will
add value to, rather than detract value from our engine.
Flat simple data structures
Run time data is kept in flat, simple data structures.
We avoid complex object hierarchies, subclassing and
virtual calls. Such tools may simplify the design in the short
run, but in the long run we believe them to be counter productive.
They belong in the high-level interfacing part of the engine,
not in the low-level data structures.
When operating only with (nearly) raw data, it is easy to
repack it for maximum efficiency, and to create efficient
algorithms that operate on it. This optimizes memory performance
(which is often the bottleneck in modern CPUs). It also allows
quick DMA-transfers to co-processors, GPUs, etc to parallelize
the processing.
Job parallelism
Multi-core systems are the future. All bulk workloads in the
engine are run through a job system which provides data
parallelism for an arbitrary number of CPU cores or co-processors
(SPUs). Data is laid out and algorithms designed so that
pointer chasing and job interdependencies are kept to a minimum.
Data driven
To create great games you need a workflow that allows you to
iterate fast over the content. Content, in our mind, is everything
from the low-level configuration of the engine (rendering layers,
post-processors, memory layout, etc) to high-level art assets,
such as textures. The engine is completely configurable
through data files, and supports hot-reloading of content as far
as possible.