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Re:Making Video Games (Without an Engine) in 2025 by xandrius on Tuesday May 20, 2025 @04:30AM (#44039181)
Yep, people forget one of the core notions of development which is not to prematurely optimise stuff. Especially something as complex as a game.

Keep it super simple. Or that game will never come out.

Re:Making Video Games (Without an Engine) in 2025 by nkrisc on Tuesday May 20, 2025 @05:47AM (#44039685)
Just the other day on reddit I saw someone asking about efficiently removing an item from an array for the game they’re working on. It became this whole CS debate and then someone asked how big the array is and how often do you remove items. The OP responded that it’s just a list of levels in their game, so not more than 20 items or so and is modified once every 5-10 minutes…

So a day on their game wasted over efficiently removing an item from an array of 20 items every 5-10 minutes.

Re:Making Video Games (Without an Engine) in 2025 by corysama on Tuesday May 20, 2025 @09:36AM (#44041497)
I used to make 3D engines and asset pipelines professionally. High performance really is critical in both. So, I’d have to check myself frequently:

> If I optimize this, how much time is it going to save the whole world? What will be the sum of time saved by everyone who will ever run this code? Is that less than the time required of me to do the optimization? Then, don’t do it!

That question was relevant quite often.

The big optimizations though really mattered. And, required planning before initial implementation to set the system up to be optimizable.

Re:Making Video Games (Without an Engine) in 2025 by johnnyanmac on Tuesday May 20, 2025 @06:22PM (#44046526)
Really highlights the divide between industry and acedemia.

Reminds me of when another subreddit was mocking some legacy code (I think Motorola? Some mobile device stuff) for using bubble sort. Meanwhile, the sort probably wasnt on more than a fee hundred items and the mobile embedded is constrained for space. Bubble sort is easy to read, write and has O(1) space. Performance isn't a concern at the scale being worked at. We're talking maybe microseconds of difference.

It's not necessarily a bad thing that acedemia focuses on theory. But we keep using school to put a square peg into a round hole and wonder why students are so unprepared for actual production.

It's ultimately the company's fault. If you want certain skills, you need to train for it. Your processes aren't public, so you can't just expect candidates to magically know what matters to their role.

----

now acedemically: the answer is to swap an item to the end and reduce the buffer size. I don't think that's taught in acedemia either, but that's a trick you learn on the job. When and if you do need it.

Re:Making Video Games (Without an Engine) in 2025 by meheleventyone on Tuesday May 20, 2025 @04:53AM (#44039323)
The full quote is:

> Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%.

Sometimes the best way to tackle that 3% is upfront when you're deciding on your system architecture.

Re:Making Video Games (Without an Engine) in 2025 by ms-menardi on Tuesday May 20, 2025 @04:42AM (#44039252)
some games require a certain level of scale and for those games you should optimize in the pre-planning stage.
Re:Making Video Games (Without an Engine) in 2025 by brulard on Tuesday May 20, 2025 @05:47AM (#44039683)
I think you are missing the point. The larger the scale is, the more things may be optimized and the more you need to be careful to focus on the important "3%". That said, it doesn't hurt to analyse in advance which parts might be critical and steer the architecture based on those observations.
Re:Making Video Games (Without an Engine) in 2025 by xandrius on Tuesday May 20, 2025 @03:36PM (#44045099)
Statistically speaking, 99% of game devs won't ever make a game like that. And if they do, they will probably know ahead of time they are making it.
Re:Making Video Games (Without an Engine) in 2025 by danielscrubs on Saturday May 24, 2025 @12:23AM (#44078756)
100% of hobby game devs do it as a hobby. The learning process is the fun part. Which is also why 99% give up on their game when they see more learning potential in another area.