leper khan posted:Lots of architectural practices abandoned elsewhere years ago, like extensive [often exclusively for all state] use of singletons, is prevalent. Can anyone expand on this? I read somewhere that ECS was the prevalent way of doing things (as opposed to MVC like most of the rest of the dev universe) and my slight experience with Unity seemed to confirm that. What are the major developer differences between games and other industries?
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# ¿ May 1, 2018 17:36 |
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# ¿ Mar 29, 2024 10:11 |
snowshovelboy posted:The only way to really make it load smoothly is to time how long it takes and move the bar over time, instead of having it show the actual loading progress. I shamefully admit I have shipped a console game that worked this way. machine learning-integrated loading bars
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# ¿ Jun 28, 2018 18:08 |
leper khan posted:The level of maths knowledge needed for games is always incredibly overblown. I would guess the "big maths" bit is when you get into more senior positions/more complicated projects in your personal and suddenly need to know how to make your engine do things that don't come prepackaged out of the box.
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# ¿ Apr 5, 2020 14:43 |
Tangentally off the server question, how does game server communication actually work? My dev career so far has been exclusively RESTful CRUD servers with like 200ms response times and I've always wondered what the paradigms are when your job is to be responsive at the reflex level rather than at the "waiting for a web page to load" level. I know vaguely that you're sending the absolute minimal client deltas (at least that's how they explained it in the source engine video I saw), and I'd guess you're doing the absolute barest minimum serialization/deserialization at the communications layer, but beyond that it's one hundred percent black box.
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# ¿ Aug 11, 2020 13:52 |