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yuhe00

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yuhe00
·3 jaar geleden·discuss
Unreal's Niagara has a visual editor. While it is packaged as an VFX/particle editor, it is in many ways an ECS. Each particle can have custom data structure and modules/systems that drive them. Under the hood the graphs are translated to SIMD-optimized VM bytecode when run on CPU. It can even support translation to HLSL/GPU-acceleration if all modules support it. Not sure if Unity has something similar.
yuhe00
·4 jaar geleden·discuss
Actually Denmark was considering completely banning selling cigarettes to anyone born after 2010, but seems like this is unlikely to happen due to EU rules: https://www.thelocal.dk/20220407/eu-rules-dampen-danish-gove...
yuhe00
·4 jaar geleden·discuss
With the availability of game engines, gameplay programming is actually very high-level. Most of the logic is handling some input or some collision or updating some position or timer every frame. The more complex parts of a game (collisions, physics simulation, rendering, asset management, networking, etc.) is handled by the game engine itself, so the games programmer usually only need to interface with the high-level API of these systems.

Also, games programming is HIGHLY agile. Most of the logic you implement will be thrown away. It's all about rapid prototyping and finding what is "fun". Of course, once you've found something fun you might want to build it into a solid and scalable system, but even in such a system you might want to keep the flexibility for designers to extend and add new elements as they see fit (using visual scripting!). The ability for non-programmers to be able to make gameplay changes is also an important factor.
yuhe00
·5 jaar geleden·discuss
This is a creative coding library, similar to OpenFrameworks, Processing, etc. The description is confusing. Seems to be an in-house tool some creative agency decided to open-source.