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by flohofwoe 1018 days ago
Despite all the fancy rendering-tech features, Unreal Engine's "core design ideas" are still deeply rooted in the late 90s and early 2000's (just as Unity's, CryEngine/Lumberyard/O3DE's or whatever it is called nowadays - and most of the other big engines that survived from that era). That's also exactly what I wrote above, refcounting is usually entangled so deeply into those engine designs that it can't be fixed without a complete rewrite (Unity attempted it with their new ECS system, but I have no idea how successful that was, AFAIK it still feels like bolted on to the side).