4 ms·
I’ve been of the opinion that every hard problem in CS shows up somewhere in gamedev. It’s a great space for inspo.
by setr 1y ago
I’ve been of the opinion that every hard problem in CS shows up somewhere in gamedev. It’s a great space for inspo.
- mallowdram 1y agoMy team's approach is game dev is probably for the hard problems in reality, behavior, ecology, language.
- hinkley 1y agoGame dev also rewards people for applying the 80/29 rule effectively and you see less of that in commercial software. In each game generation there’s a game that would be easy to write on the next or subsequent generation of hardware and is damned difficult to implement on the current one. Cleverness and outright cheating make it work, after all fashion.
- dekken_ 1y ago80/29 rule is the paretypo principle?
- hinkley 1y agoTypo but yeah.
- mallowdram 1y agoIt reaches a dead end eventually. That's where we are, edge of speed, where the only mods left are aesthetics veering at photorealism.
- setr 1y agoThe game simulation will get more detailed/granular as aesthetics dial down in perceived value. You can always go bigger/wider/more procedural/more multiplayer. This is also why every hard problem eventually shows up — games are just simulation + interaction, and eventually everything that can be simulated will have some attempted implementation out there, struggling along. (For some reason, this does not appear to stop at “interesting” things to simulate — see all the literal simulators on steam)
- mallowdram 1y agoThe simulations have yet to release photo-realism in lieu of event-perception, where simulation parallels reality, but that's not really playable as a game, only as a view.
- deleted 1y ago[deleted]