On days like this I ask myself if the reason games are released that broken is because there are no real software engineers in the game industry. Like a carmack with doom. Someone who understands the technical site of things.
Gamedev is all about smokes and mirrors. A conventional software engineer will actively resent the shitfuckery you have to do, to make games run well (for good reason; it introduces complexity into already insanely complex systems).
Some performance work, you cannot defer, like fundamental design decisions (3D vs. 2D, raytracing or not) or if you’ve coded a tiny feature and for some reason, it completely obliterates performance.
But there’s always going to be tons of features that have been implemented well, they don’t obliterate performance, but if you replace them with an unintuitive/complex smoke-and-mirror solution, then you may be able to shave off 20% execution time for that feature. Or not. Often no real way to know, except to try it out.
Some of these do need to be tackled throughout development, too, but it’s easy to end up with a big block at the end of development.
Especially, if you had to rush a number of features that marketing promised, so that you can make the release date that marketing promised many months before anyone has any fucking clue how long it’ll take.
I really hope its good. From the YT videos I’ve seen of people who got it early, it looks great.
But I still have a little bit of hesitation about how the roads continue to work. They’re still mostly “plop a road of X type”, and upgrades you just either connect in, or plop on top of an existing road. Finessing lane changes, i.e. merges or adding a new lane, still looks to be mostly an issue of getting the game to do what you want. If you sat me down and asked me to do a fun game based way of drawing road and other networks, I’d probably go with something loosely similar to how OpenStreetMap represents roads, but with more graphical flair. Roads are just collections of points, in whats called a “way.” You can set attributes on a way, which are things such as lanes, speed, lighting, material, etc. For a game, you could basically draw a line of where you want the road, and then set how many lanes it is, and see that footprint, before you apply it. Also lets you do things like take a 5 lane road and split it up into a big mess, so you can make abominations like the hi-5 in Texas, or even things as simple as diverging diamond or SPUI. Not sure if thats possible in CS2, I haven’t seen any youtubers do it. Getting them working in CS1 was possible, but required a ton of mods.
Maybe I’m overthinking it, and maybe the CS2 approach is better. I’ll have to get my hands on it to try it.
As for zoning, its okay, but I wish we’d really start to see some divorce from what SimCity invented back in 1989, and allow for more granular mixed-use zoning. I want apartment buildings that have light commercial at the ground floor, like you see in basically every major city
Also really hoping that it has proper M+KB on xbox. Starfield doesn’t, and it leaves whole sections of the game essentially broking (i.e. crafting 99 items requires you to press RB a shitload)
The Final Fantasy VII and Kingdom Hearts series have my absolute favourite soundtracks
Others that stay rent free in my head are Mickey Mouse and Donald Duck in World of Illusion, halo 3, odst and reach, theme hospital, sonic 1, 2, Ape Escape and Gain Ground
I think you are in luck, most competitive shooters have it these days, I can’t really think of a big one that doesn’t, some are better than others though. Counterstrike, overwatch, warzone, fortnite, valorant, rainbow six all have them.
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