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by taeric 236 days ago
Just general code organization is all I really mean. Typically an explicit main loop where you go through all of the stuff that the game cares about. With the proliferation of frontend frameworks, you often don't even have an analogue of a main method, anymore.

I have similar questions on asset management. But I think that one makes a bit more sense, though? Game studios often have people that are explicitly owners of some of the media. And that media is not, necessarily, directly annotated by the developer. Instead, the media will be consumed as part of the build step with an edit cycle that is removed from the developer's workflow.

1 comments

Game engines do not own their main loop anymore either. A lot of host platforms are event based now, including ios, macos, android, web, and to a lesser extend windows. This means you tell the host ‘call this function every X milliseconds’. This also means you do not have full control of a main loop and you get event calls. It is moving more towards event based like in web:) it prevents lockups
But even in that scenario, you have a main function that is called under a deadline, no? You don't necessarily set the heart beat, but you do have a specific method that is called over and over.

That is, yes, I shouldn't have mentioned the "main" method. You don't even necessarily want to own the main loop, if you will. The logic that you do every iteration of the loop, though, is something you will almost certainly see in most games. I don't think I've seen many (any?) applications where you could identify the main loop logic. Is typically spread out over god knows how many locations in the code.