3 ms·
In large part, while a "solved problem" in aggregate, every engine has different solutions in play. In part, because of trade-offs baked into engine assumption
by WorldMaker 4y ago
In large part, while a "solved problem" in aggregate, every engine has different solutions in play.
In part, because of trade-offs baked into engine assumptions. It's certainly possible no two engines will ever agree on asset loading due to such tradeoffs and how engines themselves are built/optimized.
In part, because there's still not much coordination between different game companies and few shared libraries/middleware/"content/asset pipelines". Think about how many bundlers there are in JS today that we know of because of open source (and HN headlines about them) and multiply that by how proprietary most game companies still see every bit of their code in 2022 and generally avoid HN headlines about low level details of their tech stacks (for "competitive advantage").