57 points ntur1337 3 hours ago 13 comments
boricj 2 hours ago | parent
On the other hand, in my team I wrote my custom C++ STL containers that allocate inline, SAX-style processing libraries and an object pool with links that use index+generations like 2000s video games... on a STM32H5 with less than a megabyte of RAM.
Mechanical sympathy feels like a lost art to people I demonstrate it to... and I had to demonstrate to the first team with benchmark numbers that I would not be the bottleneck between us by orders of magnitudes.
jordand 1 hour ago | parent
MisterTea 1 hour ago | parent
I kinda get the commodification of games engines and Unreal. I am sure a lot of us saw the gaming revolution unfold, watching gaming companies one-up each other in graphics and interactivity. But once you get to the point of UE5, Unity, or Godot there is little need or value to make a game engine from scratch anymore.
Don't get me wrong, if you want to write an engine, go for it. But if you just want to make a game then an existing engine is good enough.
Jtarii 1 hour ago | parent
bunderbunder 1 hour ago | parent
Jtarii 12 minutes ago | parent
There was also a heavy emphasis on games being "cinematic" which necessitates photorealistic rendering.
AAA games have been pretty artless for a while now baring a couple exceptions.
alpaca128 10 minutes ago | parent
Crysis 3 is over a decade old, still looks great and ran on hardware that wouldn't suffice for web browsing today. I haven't seen anything in games since then that justified a significant increase in system requirements.
bunderbunder 1 hour ago | parent
This was on a team and at a time where Clean Code was very popular. I somewhat wonder if the problem is that, in the 2010s, many people became convinced that certain aesthetic standards were both objectively, provably correct, and more important than anything else.
sick_of_slop 1 hour ago | parent
plasticchris 33 minutes ago | parent
immibis2 4 minutes ago | parent