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What I find interesting is that in AAA game development performance is treated as a budget. You can write in a cross-platform engine but the tradeoff... is performance. It's always performance.

And yet we can port games to almost every platform conceivable when the code is appropriately architected.

Somehow this reality of programming eludes desktop and enterprise developers.



> when the code is appropriately architected

This has a substantial cost. Many games today make this tradeoff as soon as they can. Loading times is often the first victim, but in mobile you see it everywhere, even simple 2D puzzlers that can't hit 60 fps and still burn battery like crazy.




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