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Unfortunately, we haven't seen the paradigm shift in game engine development that would be necessary to really get away from hyper optimized single threaded per
by auto 8y ago
Unfortunately, we haven't seen the paradigm shift in game engine development that would be necessary to really get away from hyper optimized single threaded performance. Until someone figures out a way to efficiently utilize (highly) parallel execution in a deterministic game engine that has to run at at least 60fps, there isn't an incentive to move beyond the tried and true ways of doing things. At least, I don't think we have, I'm not in AAA and only keep a tangential pulse on that level of gamedev.
That said, I'd be really interested to see how some of these Battle Royale engines tick (no pun intended). It seems like there's a ton of potential for "clustering" execution, essentially treating separate sections of maps as separate games, but considering it could come down to 100 people all being within the same 100 square meters, you can't necessarily rely on that model.
- vonmoltke 8y ago> Until someone figures out a way to efficiently utilize (highly) parallel execution in a deterministic game engine that has to run at at least 60fps, there isn't an incentive to move beyond the tried and true ways of doing things. I was doing that 10 years ago... in a radar signal processor. I could do the same thing in a game engine, but the games industry seems to be allergic to devs who do not come up in the games industry. I suspect that has as much to do with the poor state of parallelism as anything.