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It is easy to make something like that. It is less than easy to interface something like that with a full game engine. Things like requiring collision culling
by TheLoneWolfling 11y ago
It is easy to make something like that.
It is less than easy to interface something like that with a full game engine. Things like requiring collision culling (not doing the whole O(n^2) "check if A is colliding with B" thing), doing proper shadows, being properly deterministic, being alright with variable framerates, that sort of thing.
Also, I don't know what simulators you've seen, but the ones I've seen take an absurd amount of CPU time. Or occasionally GPU time. Works well for a proof-of-concept. But for a full game... Their priorities are elsewhere. Not worth the cycles.
That being said, I fully agree that game focus should be shifted slightly away from straight graphics and more into gameplay.