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by abcde666777
14 days ago
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The amount of things you're trying to simulate within the the performance contraints (games push computers to their absolute limits). An example - a 3d humanoid character. You need code to manage the mesh, the animation (probably skeletal), the animations themselves, all the blending logic, probably specialised code and data for facial animations, and then you need to make sure all of that can mesh with both input driven locomotion and AI driven locomotion - and that's just one problem domain. And I'm grossly oversimplifying what's involved even in that particular area. |
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The overwhelming majority of games actually don’t. Even 5+ year old rigs can run most modern games just fine.