It's been more than 4 years since I worked on @vanguardsoh, but I think about that game a lot. Was my first professional gig, and a lot of things were new to me. As a junior engineer, many things seemed stupid and to be honest, many things were. 1/?
/Thread I guess. As an afterthought, I hope I one day work on a project with similar ambitions as Vanguard. The enormous seamless world could be done at the scale Vanguard aimed for.
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Want to clarify about this tweet. Maintaining the separation of subsystems via a message was a boon, just one I didn't see at the time. With the experience of working on multi-threaded game engines, this was actually the best way to go.https://twitter.com/tloch14/status/978814775785394176 …
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Mostly the benefits were in regards to code clarity, and knowing where and when data would be handled.
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