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by stcredzero
2724 days ago
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Most games don't make these mistakes...it seems they weren't aware of some other best practices. I see this time and time again. Game developer runs into one of the difficult subjects in computer science/programming. Dismisses the difficulty. Gets themselves into trouble. Blames the library/product/platform. The last time I was at a game jam, I found myself explaining generational garbage collection to a game dev. He then proceeded to "solve" all of his problems by writing a 5 minute hack to ensure all of his objects would be collected as quickly as possible. Which didn't work, because the lifespan of his objects is dependent on gameplay, so he can't ensure all of his objects will die in Eden. I kept trying to explain that he should actually hold onto his objects (especially bullets in his bullet hell game) and recycle them as much as possible, so that he would reduce memory pressure and have those objects promoted to old space, so they are looked at less often. I see this sort of thing time and time again. |
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Members of this particular team worked on the highly acclaimed Total Annihilation (1997) and Supreme Commander (2007) so inexperience or lack of technical expertise seems unlikely to be the cause here.