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- #Flash actionscript 3.0 asteroids slow down ship without moving backwards update
- #Flash actionscript 3.0 asteroids slow down ship without moving backwards verification
- #Flash actionscript 3.0 asteroids slow down ship without moving backwards software
- #Flash actionscript 3.0 asteroids slow down ship without moving backwards code
- #Flash actionscript 3.0 asteroids slow down ship without moving backwards Pc
>Unfortunately, Rust has limitation on what it can prove to be safe using the ownership and lifetimes approach. When you start leveraging that access model, behavioral changes can start to take hours instead of seconds, which makes it appropriate for inner-layer backends that need deep optimization, but ergonomically terrible for the greenfield case, which is what games need to bend towards early in production when major features might be changing. Done.Īnd while you can do this in Rust, it renders a great deal of the language irrelevant, because the features it helps most with are those parts where you want tighter access control across function boundaries.
#Flash actionscript 3.0 asteroids slow down ship without moving backwards update
Repeat this class of problem enough times and you will start inlining the bulk of the update into a single main loop, because that makes manual review of the dependencies more of a spatially engaging process, one where you don't have to provide new boilerplate so that the build process can tell you that you screwed up: instead you just look carefully, see that the ordering is wrong, and shovel around the block of code.
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But that doesn't really solve having dependencies, it just presents another way to surface a scripting layer.
#Flash actionscript 3.0 asteroids slow down ship without moving backwards code
This is a real minefield because you're often iterating over lots of similar elements, and it can look like you can bundle their update code to look "clean" or present an opaque interface, but then in practice, you need to split out the iteration differently to resolve a dependency issue.ĭevelopers responded to this by introducing an event-bus abstraction, with bubbling and priorities and all the bells and whistles. It's in making sure that the mutations produced by one rule will flow neatly into the next, without introducing some form of synchronization bug. But.the majority of the plumbing of the game isn't in the rule logic itself - almost all of the rules are simple.
#Flash actionscript 3.0 asteroids slow down ship without moving backwards verification
At some level, the behavior can be defined in terms of "must" and "cannot" constraints, RFC-style.Īnd in theory you could do some kind of automatic verification of each behavior. Most of the remarks here emphasized performance, but I believe the actual thing that is "lost" in Rust's model is the ability to quickly rearrange the data dependencies.Ī lot of the time, a game's bug surfaces in a way that will never cause a crash: it's just undesired behavior.
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#Flash actionscript 3.0 asteroids slow down ship without moving backwards software
Same rule applies for general software engineering rules. Languages created with general purpose use in mind may achieve (and have achieved) some success in game development, but those languages will get in the way of the developer at least as often as they aid the developer. Game development is just an entirely different thing than any other kind of software development.
#Flash actionscript 3.0 asteroids slow down ship without moving backwards Pc
There are games which consume nearly the entire bandwidth between CPU and RAM on a modern PC - continuously - and this is after many optimization passes to prune the data that is needed from RAM at any particular moment in time and make it as small as possible. Until enterprise software developers are paid based on the performance of the applications they write, no one who has NOT developed a game and fought performance problems along the way can ever understand. So, there is a very strong hunger there for performance which simply does not exist in other software development fields. Concerns that do not result in an improved critical game rating are secondary. Game sales are a function (at least partially) of the score/rating that the title attains, and game developers are paid out of the money that game sales provide. Games are often scored on how good they look, and how well they perform. Game developers can't do this, because they're not in control of the hardware that their game is run on. Of course they're going to take that route sometimes. I mean why not, that's an option that is on the table. Enterprise developers will often just throw more RAM or CPU at the problem until it goes away. Virtually no one in enterprise software cares about performance, really, and certainly not as a primary concern. Games have very strict performance requirements that enterprise software simply does not have. I didn't believe this myself for a long time. In a given game, many things may have genuine need to be able to read and write to multiple global variables once per frame (that's usually somewhere between 30 and 240 times per second), and that is after all unnecessary global state has been removed.Įnterprise developers often look very poorly upon the solutions that game developers come up with, but game development is an entirely different realm, very far away from any enterprise software development stuff I've worked on, or even heard of. Game development problems are very often global state manipulation problems.