3 ms·
I’d agree to a point but it really crosses the whole gamut of hobby game engine development. It’s weirdly self reinforcing even in the face of more interesting
by meheleventyone 6y ago
I’d agree to a point but it really crosses the whole gamut of hobby game engine development. It’s weirdly self reinforcing even in the face of more interesting architectural choices like DOOM Eternal’s.
- carteloupe 6y agoInterested what the architecture of DOOM Eternal is like, was there some talk / blog post about it?
- meheleventyone 6y agoI believe it’s only been mentioned in passing and likely will be talked about at conferences soonish. Here’s a HN thread from when it was first talked about: https://news.ycombinator.com/item?id=22700563 https://news.ycombinator.com/item?id=22700563 There was an early talk about using a job system to run the Destiny renderer and then this one for the whole engine which is a very similar premise to the way DOOM(2016) and then DOOM Eternal evolved. https://www.gdcvault.com/play/1022164/Multithreading-the-Entire-Destiny https://www.gdcvault.com/play/1022164/Multithreading-the-Ent... The renderer talk is here: https://youtu.be/0nTDFLMLX9k https://youtu.be/0nTDFLMLX9k
- runevault 6y agoThe way Eternal's engine is described it could simply be an ECS with a more advanced job system for farming out work because it can parse how the various objects are updated and only do reads after all writes to the objects happen.