On 5/23/19 3:52 PM, Ola Fosheim Grøstad wrote:
On Thursday, 23 May 2019 at 19:32:28 UTC, Nick Sabalausky (Abscissa) wrote:
Game engines *MUST* be *EFFICIENT* in order facilitate the demands the games place on them. And "efficiency" *means* efficiency: it means minimizing wasted processing, and that *inherently* means *both* speed and battery.

I think there is a slight disconnection in how different people view efficency. You argue that this is some kind of absolute metric. I would argue that it is a relative metric, and it is relative to flexibility and power.

This isn't specific to games.

For instance, there is no spatial datatructure that is inherently better or more efficient than all other spatial datastructures.

It depends on what you need to represent. It depends on how often you need to update. It depends on what kind of queries you want to do. And so on.

This is where a generic application/UI framework will have to give priority to being generally useful in the most general sense and give priority to flexibility and expressiveness.

A first person shooter game engine, can however make a lot of assumptions. That will make it more efficient for a narrow set of cases, but also completely useless in the most general sense. It also limits what you can do, quite severely.


Of course there's always tradeoffs, but I think you are very much overestimating the connection between inherent performance limitations and things like API and general usefulness and flexibility. And I think you're *SEVERELY* underestimating the flexibility of modern game engines. And I say this having personally used modern game engines. Have you?

FWIW, On 80's technology, I would completely agree with you. And even to some extent on 90's tech. But not today.

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