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Re:Accidentally making a language, for an engine, for a game by boredtofears on Tuesday April 05, 2022 @01:50AM (#30915685)
Making a game is at least an order of magnitude harder than making a website. Web apps are constrained by the protocols upon which their built (mostly the lifecycle of HTTP requests). Games are gigantic state machines that also require complicated rendering cycles. Unity and godot et el ARE good developer experiences in that they remove much of the complicated stuff even if the abstractions they use require them to be a bit clunky.
Re:Accidentally making a language, for an engine, for a game by Aeolun on Tuesday April 05, 2022 @07:21AM (#30917594)
This is only true if you talk about the average website, and the average game. Because there is a lot of wordpress spam.

I can practically guarantee that any given AAA game is less complicated than the horrible morass of complicated system requirements a multinational company can invent for their internal systems.

Mostly because it’s designed to approximate reality, which is complex.

Re:Accidentally making a language, for an engine, for a game by dagw on Tuesday April 05, 2022 @11:51AM (#30920531)
Making a game is at least an order of magnitude harder than making a website.

Ridiculous statement. Making a polished AAA game is orders of magnitudes harder than making a React ToDo Clone. Making a Tetris or Snake clone is orders of magnitude easier than making Gmail. With engines like Unity you go from never having written a game to a shitty 3D fps game in a weekend.