Comment by fidotron
9 hours ago
In the games industry I was tech lead of teams of hundreds of devs and had to deal with their estimates of this sort on a daily basis. 6-10 weeks for a total renderer rewrite is on the low end.
9 hours ago
In the games industry I was tech lead of teams of hundreds of devs and had to deal with their estimates of this sort on a daily basis. 6-10 weeks for a total renderer rewrite is on the low end.
As an indie dev who built their own WASM-capable engine that I've shipped in real games, I've built both WebGL and WebGPU renderers from scratch myself in significantly less time than that. Sounds like typical corporate dysfunctionality. If you have hundreds of devs you're going to get bogged down by having a share who spend 90% of their time at the company on Reddit, another share who write actively bad code, and then maybe 10% of the employees who have a clue what they're doing dealing with the overhead of communication, meetings, other people not upholding their assigned responsibility, etc. slowing them down 10x what they could actually do.
0% chance, without LLMs. WASM-capable engines would require years if not decades to build, even with expert level knowledge. See Jonathan Blow who has been working on his engine for a decade now, and he's arguably of the most talented engineers who ever lived.
Jonathan Blow is writing his own language as well, and is also already successful enough that his work is just a hobby he can take at any pace with no urgency. A WASM engine is really, really not that difficult. At its core, you need rendering to a canvas, audio, keyboard/mouse/gamepad handling, asset loading/file saving, and an update loop. Writing this code is mostly not different from writing code in other languages, since you are literally writing other languages that happen to compile to WASM, the only differences being that you need your one-time WASM toolchain setup, some JS glue interop (which is not really different from needing C interop for native engines written in languages other than C), and to be aware of browser pecularities regarding file access, update loop, threads, etc. which you also have to deal with if you ever wrote a JS game anyways. After you have those core elements in place, everything above that is isolated in a game/engine logic abstraction layer that isn't any different from writing native code.
If you want to place a bet on it, we can do a $10,000 bet in escrow contingent on myself implementing a well-specified WASM engine from scratch on stream without LLM usage in a month. I would love an opportunity to demonstrate how wrong you are. That said, rather than taking your money, I could also just share a streamer's content with you[1]. He implemented 3D web rendering with no dependencies in a 20 minute lecture, and it would take 10 minutes if you were seriously focused on doing it quickly. Sure, it was rudimentary pure JS rather than WASM, but really consider whether you think this 10 minute exercise couldn't be done in a language that compiles to WASM with 160 hours, while including the other hardware/OS-layer abstractions aforementioned. On the other hand, please do take me up on my offer. You said it's a 0% chance, after all -- surely you don't want to pass up on the easiest $10,000 of your life...?
[1] https://www.youtube.com/watch?v=qjWkNZ0SXfo
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