Opinion: Page (1) of 2 - 11/27/01 Email this story to a friend. email article Print this page (Article printing at MyDmn.com).print page facebook

A Reader's Take on Lithtech Film Producer

By Anthony Bailey
As an outsider who occasionally got to look in on what was happening, one of the particular problems I perceived with development of LFP was that there wasn't enough ability to rapidly prototype.

The long-term plan for LFP was to program everything - including all the GUI - inside the Lithtech engine itself, and thus have LFP automatically port to any platform that the engine ported to. This would have meant that as well as Win32, LFP could plausibly have reached Linux, Macintosh, and even game consoles - Monolith seem keen to port the engine everywhere.

This was a worthy end-goal, but to my mind it influenced early development too much. The StrangeCo team did everything, including all their GUI, in the Lithtech engine from the very start. I feel this was a mistake - they would have been better to use an existing Win32-only GUI framework (MFC, Visual Basic, something dead obvious like that) until they had a clear idea of what they wanted to program. In such a novel field of application design as a machinima production suite, it would not have been paranoid even to plan to throw two (rather than the proverbial one) versions of the program away, so having to code every new GUI widget from the ground up in a ever evolving games engine was a real barrier to progress.

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