Remember BSP trees, register combiners, the mess that DX9 was, etc? I think renderers are simpler now.. so why are there less game engines?
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Replying to @reduzio @richgel999
Learning bsp tree is30min napkin work,learning BRDFs,calculus&algebra for storage basis functions,signal procesding for TAA half lifetime…
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…GPU Pipeline and virtual texturing is manyears of work;DX12/Vulkan are hard.Rendering work got WAY more complicated and specialized.
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True! No realtime rendering subject matter took more than a couple weeks to implement in 1996, or a couple months to master.
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Replying to @TimSweeneyEpic @BartWronsk and
I wish my sarcasm detector weren't so weak..
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Replying to @marcosalvi @BartWronsk and
I mean: literally no rendering feature of UE1 took more than a couple weeks to get working, or a couple months of iteration to finish.
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Replying to @TimSweeneyEpic @marcosalvi and
For example, the BSP and CSG system was mostly the product of two marathon coding sessions.
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Replying to @TimSweeneyEpic @marcosalvi and
The early engines were awesome breadth-first prototypes of integrated systems that are now a couple orders of magnitude deeper.
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If you look at the early history of minicomputer and microcomputer operating systems, it was similar.
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