337 karma · joined September 6, 2022
To rename `PostgreSQLClient`, I press F2 and type the new name, and I'm done.
I don't have to wait for an agent to "perform the refactor, update references, run the tests, fix the missing pieces, and mark the relevant checkboxes in the ticket" (btw, what checkboxes..?)
I press a key, type my change, and I'm done.
Wasting time waiting for tokens is also wasting time.
Surely if Odin is all that notable, somebody somewhere's written something about it in a SIGGRAPH paper, at least?
I'm not trying to be insulting, here, it's just kind of a bizarre, eyebrow-raising thing to see. There's a reason you're not seeing any AAA games doing this, y'know?
If you're doing something that's really unusual, you're going to have people going "this is really unusual".
Please don't take this the wrong way - this is sincere, well-intentioned advice: have you ever watched Shark Tank? The best people on there can still give a good pitch when their ideas are challenged.
The games industry - and especially the multiplayer games space - are brutal, and players are going to be way more critical, way more rudely, than anyone on HN.
It would benefit you and your game greatly to practice selling your idea in the face of criticism and doubt.
Yeah, that has a performance cost.
Will this impact a big-money gaming rig? Probably not? Will it run good on the Steam Deck? Probably not.
Generally, in a game loop, all this stuff is going to be single-threaded and blocking, right? It's mutating the game state, that's the classic why-games-suck-at-thriving-on-many-small-cores problem. So your performance capacity ends up being tighter than you might think relative to other "ingest data" tasks.
Let's say your game's networking runs at 30 ticks a second, and you've done a great job in uncoupling rendering from the game loop, so you're lucky enough to not have to worry about that. You still only have 30ms, on a single thread, to handle networking (likely no special kernel-skipping stuff on clients!), unpack, apply and propagate your changes, and also do your local game loop stuff. If you miss that interval once, the game starts to fall behind and feel bad to play.
Now, you could say "lower the tick rate", but then you'd need less data, too, and your game gets less responsive (fine for some games, not for others)
You can fit a lot of game in 2mbit/s with a little bit of work.
Something that this article doesn't mention that's going to be a big constraint: each of your clients parsing 20mbps of updates is going to have a performance impact on those clients.
At the end of the day, you can only "democratize" while you have players, and performance constraints on end users aren't getting any looser
I wouldn't malign you, but if you were a close friend I'd probably approach it in the same way I approach friends who are getting a little too deep into gacha or gambling or funko pop "collecting".