3 ms·
Would you rather have: A complete game that people love, and is growing like mad, except for that damned skip at 60fps... or A very smooth 60fps game nobody
by rjurney 15y ago
Would you rather have:
A complete game that people love, and is growing like mad, except for that damned skip at 60fps...
or
A very smooth 60fps game nobody plays.
- azth 15y agoA complete game that people love, and is growing like mad that is very smooth at 60fps.
- enneff 15y agoIt seems a pretty sensible decision to switch to a more suitable technology when you're only a couple of days into a project.
- cheald 15y agoIf it's the difference between shipping and not shipping, ship, of course. But you propose a false dichotomy; the OP can both ship C++ code and avoid frame skipping. Speaking as an avid gamer, that dropped frame matters, a lot. It's incredibly annoying to the gamer, and will produce an attitude of general discontent with the product that will earn it reviews like "sluggish", "slow", "unoptimized", and "chunky", none of which are exactly going to help you sell copies. You might have missed the part where the author was saying that he wasn't even nearly done with feature implementation; the problem was only going to get worse as he added more garbage overhead. When you're talking about relatively expensive GC passes in a stop-the-world garbage collector, that dropped frame can turn into 150 dropped frames every 30 seconds pretty quickly (ie, a 2.5-second freeze/hitch), and that's enough to turn any player batty.