Hot take: render/engine programmers need to spend at least a year building actual modern (and constantly in flux) gameplay systems before making broad ivory tower/high horse statements about architecture and how engines should work.
I wouldn’t have thought of this way, but I agree. I started out in gameplay and tools programming, only getting into engine/render programming to A) better understand it and B) investigate better solutions that serves the gameplay and tooling.
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Similar here. For domains like rendering, audio, skeletal animation, there are some choices to make for a specific game but it doesn't vary anywhere near as much as gameplay and game systems code does.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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