Re:Kerbal Space Program Acquired by Take-Two Interactive
by bananaboy on Wednesday May 31, 2017 @07:33PM
(#14456759)
It's easy to fall into the trap of doing things the simple way or the unity way. To avoid it you have to go out of your way a bit and apply the same rigour as if you were writing your own engine.
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Re:Kerbal Space Program Acquired by Take-Two Interactive
by jimmaswell on Wednesday May 31, 2017 @08:20PM
(#14456966)
Not making heap allocations in loops/Update and favoring object reuse really isn't comparable to writing your own engine.