• jecxjo@midwest.social
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    1 year ago

    It is quite interesting how games came out in the past that never got updates. Now you install a game and the first thing it does is downloads updates for a day before you can play.

    • Kalothar@lemmy.fmhy.ml
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      1 year ago

      Games are far larger and much more complex, its hard to plan for what goes wrong in production for these games.

      • jecxjo@midwest.social
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        1 year ago

        Oh I get that. Just noticed that developers I work with today rather than the ones I worked with 20+ years ago have a very different understanding of development.

  • TeaHands@lemmy.world
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    1 year ago

    As a hobbyist game dev, can confirm I am basically just splashing around cluelessly making a mess.

  • xamboni@vlemmy.net
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    1 year ago

    I’m loving that some small teams also manage to make products better than AAA firms in terms of performance. BattleBit has been a blast to play with 127v127 players, and it runs so well. I know the graphics aren’t as intense as other games, but that takes a backseat for me when the game has practically no performance issues and is satisfying to play.

  • r00ty@kbin.life
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    1 year ago

    Hah. I remember working with accounting software in the early 90s. Legacy stuff even then. Programs and data needed to fit in 64k.

    Need to make a simple customisation? Well now you need to split one program into two. Have fun.

    • Spzi@lemm.ee
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      1 year ago

      Game programmers, yes. Programmers who happen to work on games. Further, the highlighted idea is not restricted to games.

  • min_fapper@iusearchlinux.fyi
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    1 year ago

    To be fair, customers care more about graphics fidelity than they do about efficiency.

    Spending hours mastering a shader to add some cool atmospheric effect would get you much more return than the same hours optimizing the code.