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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>What's the difference between a technique and a hack?</title><link>http://blogs.msdn.com/shawnhar/archive/2009/01/28/what-s-the-difference-between-a-technique-and-a-hack.aspx</link><description>While answering a question on the Creators Club forums , I found myself thinking about the difference between general purpose rendering techniques, which tend to be flexible, reusable, and widely understood, versus game specific hacks, which rely on creativity</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: What's the difference between a technique and a hack?</title><link>http://blogs.msdn.com/shawnhar/archive/2009/01/28/what-s-the-difference-between-a-technique-and-a-hack.aspx#9385830</link><pubDate>Sat, 31 Jan 2009 08:35:53 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9385830</guid><dc:creator>vampyre_dark</dc:creator><description>&lt;p&gt;Very interested in why the second MotoGP took just as long as the first. How many changes to the core technology or engine happen between game one and two?&lt;/p&gt;
&lt;p&gt;Were they very different games on the inside?&lt;/p&gt;
</description></item><item><title>re: What's the difference between a technique and a hack?</title><link>http://blogs.msdn.com/shawnhar/archive/2009/01/28/what-s-the-difference-between-a-technique-and-a-hack.aspx#9386591</link><pubDate>Sat, 31 Jan 2009 20:11:43 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9386591</guid><dc:creator>ShawnHargreaves</dc:creator><description>&lt;p&gt;&amp;gt; Very interested in why the second MotoGP took just as long as the first. How many changes to the core technology or engine happen between game one and two?&lt;/p&gt;
&lt;p&gt;We made incremental improvements throughout the engine (for instance the detail texture motion blur technique was added in v2) but the core of the game was the same.&lt;/p&gt;
&lt;p&gt;For the programming team, most of the second year was spent adding online networking and LIVE support.&lt;/p&gt;
&lt;p&gt;For the artists, they were building new tracks and bikes. The original game had 10 tracks: the sequel had 18.&lt;/p&gt;
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