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this is the correct takeaway, in my opinion. game developers must consider things that people like enterprise developers never concern themselves with, like latency and performance. these days, at least where I work, everything is dominated by network latency. no matter what you do in your application logic, network latency will always dominate response time. with games, there is no latency unless you are writing a multiplayer server, and there are many ways to solve that, some better than others. playing a single player factorio game, having huge factories on five planets, robots flying around doing things for you, dozens of ships flying between planets destroying asteroids and picking up the rocks they leave behind, hundreds of thousands of inserters picking up items and putting them onto or removing them from conveyor belts, and updating the status of everything in real time at 60 frames a second kinda hints at what computers can do today if you keep performance a primary concern. corporate developers never have to think about anything even approaching this. i'm convinced that 2-4 experienced game developers could replace at least 20 traditional business software developers at any business in the US, and probably 50 enterprise software developers anywhere. They aren't 5x-10x as expensive, either. Experienced game developers simply operate on another level than most of us. |
Maybe it's because my factory hasn't gotten big enough or I'm playing a MOSTLY vanilla install, but all that's happening and the game is still only using 2% of my CPU.
I can't imagine the immense size of a factory you'd need before the game started stuttering.