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Joined 1 year ago
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Cake day: June 18th, 2023

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  • Damn, this is a really good write-up.

    I came to most of the same conclusions. I really like Rust, I’m glad it exists, I’m amazed by the people who designed it. It is not very good for creative work at all.

    Honestly the “rewrite it in rust” meme is actually the use case where it shines: when all the requirements are 100% clear up front, and you just need to make a new version of some software that is much faster and more reliable. That is not what game development is like.




  • Honestly this is usually bad advice nowadays, for a bunch of reasons:

    1. Modern allocators do the same thing as object pooling internally, usually faster. They rarely interact with the OS.

    2. A GC will do things like zero old memory on another thread, unlike a custom clearing function in a scripting language.

    3. Object pooling breaks the generational hypothesis that most modern garbage collectors are designed around; it can actually make performance much worse. Most GCs love short-lived objects.

    4. Object pools increase code complexity and are very error prone; when you add a new field you have to remember to clear it in the pool.

    5. If you are in a non-GC language you probably want something “data-oriented” like a slotmap, not a pool of object allocations.

    Having said all that, it still all depends on the language/VM you’re targeting. The guy in the video clearly benchmarked his use case.



  • Game engines had a lot of growth speculation for the past decade. There were a lot of harebrained ideas about how game engine tech could disrupt loads of existing industries and provide the foundations for various new ones. e.g.

    1. VFX studio offline rendering going to be replaced with modern game engine rendering any day now!
    2. AR is about to take off and revolutionise every industry at any moment, if only someone can render the overlays!
    3. The VR metaverse is here, and millennials love renting so much they are going to rent virtual flats and use unity to look at them!
    4. The military will be desperate to spend their infinite budget on using unity to simulate warzones or something!
    5. Wow Roblox found an amazing loophole for monetising child labour using a game engine. Let’s steal their idea and scale it up!

    And so on.

    For every idiot idea there is some large R&D team full of poorly-managed developers desperately trying to apply unity’s completely unsuitable technology to a problem it can’t solve, on the off chance that one of them turns into a money printer. There’s also probably a bunch of marketing people, sales people and suits trying to get past regulatory barriers, etc.

    Whenever reality hits on one of these hype bubbles, a lot of people get fired. It just happened to VFX, for example.




  • What a bunch of elitist horseshit.

    As a senior engine developer at a games company, this is how I see it:

    1. Your shitty flappy bird clone is worth less than the cheeto stain on your t-shirt as a cultural artifact
    2. I have met countless programmers who have never finished a single game, because they can’t design for shit
    3. I have met countless artists and level designers who have made commercially successful games after learning how to use 10% of a single scripting language
    4. The word “developer” predates software engineering and has nothing to with tech. We changed the meaning and now 14 year olds on reddit have changed it back. It doesn’t matter.
    5. If you were really some hot shit solo developer you would not need to look for validation in your job title. Seeing thousands of people enjoy something you designed every day would be enough.


  • Looks great. I just worry that some of these Rust game engine projects are a bit too far down the engine tech rabbit hole to ever be used for anything, which would be a shame.

    The tech is all super impressive, but I’m not sure I could actually sit down and make a game with it. I find that this feeling is usually reflected in the examples section, where there are loads of small demos of different engine systems, but very little that resembles a playable game.