3 ms·
> This is an example of survivorship bias. How many ambitious game concepts have collapsed under performance/architecture issues that lead to productivity-killi
by meheleventyone 5y ago
> This is an example of survivorship bias. How many ambitious game concepts have collapsed under performance/architecture issues that lead to productivity-killing refactoring? Impossible to say, but no doubt many.
Probably less than you think. The games industry knows how to wring performance out of hardware. Data oriented design is common in most game engines where it matters. It’s just it’s not usually the gameplay code that is particularly a bottleneck.
There are also plenty of examples of games where the gameplay layer is a perf concern that not only have been released but were big sellers. For example Factorio and City Skylines. It’s just I’m those examples it makes more sense to worry about data model and access patterns for the actual problem at hand rather than try to generalise it with all the attendant problems that causes. Not least slowing down workflows when you don’t actually need it.
Most game engines are also composition based rather than using much inheritance these days.