| Flexibility without the cost |
|
The AGC engine is designed with the intention that it should handle real world scenarios efficiently.
This means it must handle complex situations and many different techniques in combination,
without the need for special work arounds and extra problems on the behalf the designer.
A game designer shouldn't have to worry about things like that little special effect in the corner,
that makes the whole system demand twice the CPU power!
Past times' hardware and very limited CPU power often imposed such problems,
but it's hardly acceptable in an engine of this kind today.
|
| Portability and Abstraction |
Game designers don't care about cool features in the engine. What matters is the result.
And to get a useful result you need tools that lets you do what you need quickly, with a professional looking result,
and without the need for a degree in computer graphics just to understand how to use the tools.
The AGC engine is designed to support a number of generally useful features, rather than what happens to fit the
first graphics rendering algorithm that came to mind, or the hardware acceleration at hand.
This means that the features make sense in real life game design situations.
It also means that games are not designed around a specific hardware platform, but may easily be ported to other platforms.
|
| Unsmooth animation is an ERROR! |
AGC games are meant to run in full frame rate. Period.
This is not supposed to mean "you need the fastest computer you can get". Any Pentium box will run 320x240 AGC
games with reasonable complexity in full frame rate, and 640x480 games will require 200 MHz MMX or better.
For those who still care: Games will run at correct speed on slow computers, but animations won't be as smooth.
Some of the CPU intensive effects, like alpha blending and sub pixel precision, can be disabled or replaced by simpler
effects using an "options" panel in the game if the designer wants to allow this.
|
|