• mindbleach@sh.itjust.works
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    9 months ago

    GPUs have been general-purpose many-core processors for like fifteen years now. Please stop designing simulations that run exclusively on CPU… and especially stop tying your simulation speed to the goddamn renderer.

    I’ve written a 60 Hz renderer for a game that’s allowed to chug while you glide smoothly through it, and I’ve written a 60 Hz physics engine for a game that gets fractional frames per second, and I’m just some schmuck. What is your excuse? What kind of NP-hard nightmare did you design for yourselves, instead of identifying bottlenecks and faking the hell out of them? SimCity could run on 8-bit microcomputers. You cannot possibly be struggling to reach an acceptable minimum complexity, using hardware that’s forty years newer and ten thousand times faster.

    • sl3dge@programming.dev
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      9 months ago

      They don’t work on a custom engine. So they don’t have engine programmers so they don’t know how or probably can’t (i don’t know how you would do that in Unity). That’s the price you pay for ease of development

      • mindbleach@sh.itjust.works
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        9 months ago

        If Unity is so dodgy that a team of professionals can’t figure out how to spread a workload over time, they should have written it off immediately. The nature of their game was not a surprise. They’re not naive in this genre - it’s a direct sequel.