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statements like this really need to be put into context. Maybe that's true for his games, but it's not necessarily true for all games. His latest game, The Witn
by zemo 6y ago
statements like this really need to be put into context. Maybe that's true for his games, but it's not necessarily true for all games. His latest game, The Witness, is a first-person puzzle game with zero non-player characters, no kinematics, and a variety of puzzles based around light and rendering. He designs games that don't have much to simulate and do have complicated rendering situations.
Meanwhile, Doom Eternal has no main or render thread at all, and instead uses a massively parallel jobs system. https://www.dsogaming.com/news/doom-eternal-does-not-have-a-main-or-render-thread-anti-aliasing-uses-up-to-32-temporal-subsamples/ https://www.dsogaming.com/news/doom-eternal-does-not-have-a-...
- SQueeeeeL 6y agoI think the majority of game devs who would get advice from lectures/hacker news comments are probably making games on a small enough scope/scale that choosing a single threaded game logic engine is fairly reasonable. The people at Bethesda are the best of the best; this kind of reminds me of the fitness "advice" I was once given to not go on long jogs/runs because "all the best marathon runners are super skinny", but that only applies to world class marathoners, not dudes running a 5k on the weekend.
- zemo 6y agopeople who work in games also read HN you know.
- MaulingMonkey 6y agoAnd said AAA devs aren't "ubermensch". They run a large gamut of specialties and skillsets - plenty of them will benefit from extra context. And some of those small scale hobby/indie devs may later end up working for "the big leagues" as well, so the extra context can benefit them too.
- SQueeeeeL 6y agotbf I said take advice from HN. I except people deeply involved in games to have their own specialized info us mortals can't touch (or they just do their own testing)