Re:C# in Unity 2026: Features Most Developers Still Don't Use
by WhereIsTheTruth on Thursday April 09, 2026 @08:01AM
(#47702546)
Engine and graphics programmers need that rigor, they have a hard limit, 16 milliseconds per frame, every frame, no excuses to target 60 FPS, their code has to be tight
Gameplay doesn't, Gameplay needs to move fast, break fast, rebuild fast, be fun
And a programming language is the wrong tool for that job
"Gamedev" is an overgeneralization, it hides the gap between engine optimization and gameplay prototyping
So when someone says "gamedevs are the gigachad of programming", that's just wrong, you always end up having to sacrifice code quality and performance so that the entities does exactly what you expect them to do, gamedev is full of hacks, shortcuts and terrible code
Gameplay doesn't, Gameplay needs to move fast, break fast, rebuild fast, be fun
And a programming language is the wrong tool for that job
"Gamedev" is an overgeneralization, it hides the gap between engine optimization and gameplay prototyping
So when someone says "gamedevs are the gigachad of programming", that's just wrong, you always end up having to sacrifice code quality and performance so that the entities does exactly what you expect them to do, gamedev is full of hacks, shortcuts and terrible code
https://github.com/NoelFB/Celeste/blob/master/Source/Player/...
https://github.com/GladdonT/balatro-source-code/tree/main