Re: Software Architecture/Design
James Robertson <[email protected]> Fri, 11 Jun 2010 09:41:34 +0200
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
I've been writing games professionally for almost 18 years now. Performance is as important as it's ever been - nobody wants or likes playing a sluggish game, but people will play a sluggish game if they want/have to. (And there are plenty of sluggish games out there - perhaps not in console land but on the PC they're a dime a dozen. Although even the Xbox 360 TCRs only require 15fps.) While performance is as important as ever, what has changed over the years is the attitude programmers have. Far fewer programmers these days care about performance than did 20 years ago. Back then you had to care - hardware was far more limiting then than it is now, and people hung on to assembler much more - although most had made the switch to C by then, and the progressive types were evangelising the marvellous possibilities that C++ would bring (but beware all the performance traps of constructors and virtual functions). These days you get games where most logic is written in a scripting language. Do game coders care about performance? They might do, but not to the same degree they once did. More likely they're worrying about getting all the game play features in on time. As Brandon says you will get your core systems like your math library written early targeting SSE, Altivec, or whatever and then you forget about them. Large scale optimisation is something happens for the last couple of months when everything comes together and management finally realise it runs like a shiny, three-legged dog. And yes, far too many people believe performance is somebody else's problem. I've worked places where management have actively told asset producers not to worry about texture size or triangle counts because it'll all be fixed in code - which it wasn't, unsurprisingly. Tony Albrecht wrote: > > > On 11 June 2010 12:45, Brandon Van Every <[email protected] > <mailto:[email protected]>> wrote: > > > > On Thu, Jun 10, 2010 at 9:46 PM, Shaun Stamper > <[email protected] <mailto:[email protected]>> wrote: > > > Sure, technology moves on, but we still have to fit everything > into a 30hz frame. That update and render within 33ms. Unless > you're aiming for 60Hz, then you have much much less. Thats > not a lot of time to do anything, let alone many things. > > > Every year it's less of a problem. > > > Nonsense. I've been writing games professionally for 10 years now and > performance is as much of an issue as it was when I started. The more > grunt computers get, the more we want to do with them. > > -Tony > ------------------------------------------------------------------------ > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com