What makes a game tick? Part 3

Let’s talk about game simulations. In this episode we bring up scripting and the challenges it brings to architecture.

Scripting and editors are great for productivity. They allow designers and artists to work and iterate on gameplay and level design fast. They are also one of game programmers’ worst nightmare. And I’m not talking about implementing or maintaining them (not that it’s an easy job, more like it’s a different conversation). Today I want to talk about the impact on game performance that scripting languages and associated tools can have. And the more powerful they are, the worst it can get.

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What makes a game tick? Part 2

Let’s talk about game simulations. Today we ask ourselves basic architecture questions.

Most game engines handle simulation tick by calling an overridable method on each game object. Why is that? And is that the only approach out there? Isn’t it odd that a very objected-oriented approach is the default in an industry that keeps complaining that OOP is bad and we should do data driven instead?

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What makes a game tick? Part 1

Let’s talk about game simulations. And how to make them go fast.

A lot of articles I read about game development focus on performance (and also retvrning to C, but that’s another topic entirely), and yet they seldom talk about game simulation. They often focus more on graphics and asset loading/streaming. This might be because they are often bottlenecks on AAA games, but that’s not the only type of games out there. And even for a AAA style game, I ‘d argue this is an under discussed topic. At best it will come up when talking about “large” number of AI actors. It’s probably no coincidence that Unreal’s Mass Entity beta framework is found under their “game AI” section in the documentation.

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Meeting C++ 2022 trip report

My impressions of Meeting C++ 2022, coming back for the first time after 5 years.

Contrary to some others C++ conferences, I don’t have a great attendance record at Meeting C++. The last (and only other) time I was there was in 2017, which incidentally was also the year I started to speak publicly at tech conferences. I had tried to come back in 2018, but that year most of my proposals didn’t make it (CppCon was the only one to accept any of the new ideas I came up with that year). The year after that, I travelled so much for events that I would probably not have made it to Berlin even if I was invited. And then the pandemic happened.

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Pagination