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Cake day: July 1st, 2023

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  • It’s using unity game engine. I’m a graphics programmer in the industry and at my current and last workplace I made tech for games studios (i.e. I dealt with performance of easily 100 games a year at one point). Unity by far was default the worst to deal with due to the limited tools to fix issues that were inherint to the engine. Note don’t take this as me saying unity is a bad engine, it’s just that it isn’t a performant one. Its focus is elsewhere (accessibility and ease of development, things it excels at).

    So yes, you can definitely assume that, in fact I’d assume one core for the simulation unless they wrote an entire new architecture to replace unity’s functionality (you’d still be locked to single thread sync points, but that’s manageable). It’s a hassle most don’t deal with as it’s a lot of work to struggle against writing code like unity wants you to write it.

    I worked in a studio that exactly did that a decade ago, and it was painful and frankly a huge upfront dev cost that takes a long time to pay off.


  • Because half-assing the implementation is the way to go

    Let’s deliver a broken version of accessibility in 10 minutes, that’s much better.

    No, simply adding “colour filters” isn’t a fix either, and if that was the fix then a game wouldn’t even need to do that, there are plenty of apps that can already do that, a game doesn’t need to do anything for that (similar to how your screen warmth can change when it becomes night), reshade as an example of something that can do just that.

    But thinking about the problem is ofcourse too hard, it’s easier to whine about it and act like you know how simple it is. But when we implement accessibly we do think about it, because people with accessibility issues deserve to get something that actually helps rather than the “10 minute solution”