2 ms·
One of the most frustrating things about my industry (gamedev) is that sometimes it moves at a glacial pace. The idea of using 32bit x86 in 2023 is almost hila
by dijit 3y ago
One of the most frustrating things about my industry (gamedev) is that sometimes it moves at a glacial pace.
The idea of using 32bit x86 in 2023 is almost hilarious, but once released: games rarely get any attention. That's also assuming that:
A) The Software Bill of Materials even supports 64 bit; it's not just your code it's all the code you depend on also
B) The build system hasn't been destroyed (this happens pretty soon after a game release, within a few years ultimately it becomes nearly impossible to build the game from source again)
C) It actually gives the game any actual benefits outside of "marginally wider" hardware support.
It's sort of a tragedy of the commons, nobody wants to put effort on anything that isn't the underlying core product. Nobody is making engines anymore (outside of Epic, Unity (heh) and Embark) and nobody will go back to old products anyway.
Installing Steam on Linux in 2014 was weird because I did not have a multi-lib system back then and it dragged in half an operating system userland to function, but I understand why: I would have had issues with the games themselves even if Steam itself hadn't pulled in all those dependencies.