Comment by Animats
1 year ago
The same argument could be made against Vulkan, or OpenGL, or even SQL databases. The whole NoSQL era was based on the concept that performance would be better with less generality in the database layer. Sometimes it helped. Sometimes trying to do database stuff with key/value stores made things worse.
I'm trying to find a reasonable medium. I have a hard scaling problem - big virtual world, dynamic content - and am trying to make that work well. If that works, many games with more structured content can use the same approach, even if it is overkill.
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