chrisdirkis
Joined 8 years ago
Joined 8 years ago
To try and understand where you're coming from, I'll make a few notes and you can tell me where you agree or disagree.
I think we'll both agree that Rust is probably not suitable for most parts of game development. Rust, while enabling "bug-free" refactoring with it's expressive type system, also imposes that type system when you don't want it. Oftentimes, when tweaking a game, you'd rather try things out in a state where things could break than be forced to finish the refactor every time, and Rust doesn't have particularly ergonomic escape hatches for that. If there are specific components with well defined inputs and outputs for your use case (say, maybe, an input system, or a rollback netcode engine), then I think Rust could be a good choice, but you'd also be paying when interfacing with whatever other tools you're using.
I think we'll possibly disagree with the idea that games need to be fast. They need to be fast enough to work! A stable 60fps is pretty much table stakes nowadays too, even in genres that don't benefit hugely from such low latency, in terms of player perception. But "fast enough" is a different bar in different contexts. Mario is fun, and in 2025 I would not need to put much effort in at all to make Mario fast enough in ~any context someone will play it in. On the other hand, I'd probably have to put a lot of work into a photorealistic open world RPG, or an RTS with tens of thousands of units. Many games live in between those two, and oftentimes there's reason to optimise some parts and not others. If a game runs at 60fps on a 5-year-old Android phone, which can often be achieved with Unity (modulo garbage collection hitches), I'm not going to spend extra effort optimising further.
Where I probably disagree most is that we currently err too far on the side of correctness. One thing you didn't note (and I'm not sure if Muratori or Blow talk to) is the difficulty in finding bugs. Games are a massive ball of mutable state and operations on it, and games are usually massively wide artifacts, played on a huge variety of target devices, that are hard-to-impossible to cover the full state space of. Bugs are often non-trivial to see when writing, see when testing, or notice if a reversion exposes them. If I were to guess, I've seen more time spent on resolving bugs than from writing features, from me and the devs I've worked with in my career.
I think in the iron-triangle-esque trade between "easy to write more game", "hard to write bugs", and "game runs fast", I personally bias towards the first two. Few games _need_ the latter, fewer still need it everywhere in the game. Scripting languages and higher-level langs like a C# are pretty ergonomic for games (and the latter specifically, outside the Unity context, is pretty good in terms of optimisation capabilites too).
I'm unsure what made you think that I'd be unlikely to want to listen or discuss things with you, so if you do have notes there I'd be happy to hear them too.
- Is there anywhere we can follow you about the clock-sync trick? I'd definitely love to be notified - On the adaptive delay, are there gameplay or rollback engine implications to variable delays? Seems somewhat "unfair" for a player to be penalised for poor network conditions, but maybe it's better than them teleporting around everywhere.
Good luck with the project! I'll hopefully have a fiddle around with it soon :)
If your contention is "they're not an improvement on the graphics, just changes", then we can agree to disagree, but they're otherwise incredibly noticeable!
I'm also not convinced it's useful. Either the commit message contains surprising information that cannot be derived from the changes, or it doesn't and the message derivation can either be done in-real-time or by reading the changes manually. In general, I'd prefer the former state of things; the commit messages I find useful contain the "why", which often isn't clear from the code changes.
Most modern large games use IL2CPP, the C++ transpiler; it's a requirement on iOS, nearly a requirement on Android, and almost certainly a requirement on consoles. Perf is often nicer and it's harder to mod/hack, which some devs like.
Sibling poster notes different .Net compatibility settings. Modern Unity versions allow you to be in either .Net 4.6(ish) mode or .Net Standard 2.0/2.1 mode. The latter comports more with Core's APIs, though is pretty old at this point.
And, since we're on similar topics, Unity currently supports C# 9.0, minus a few minor features[1]. This is a massive improvement compared to a few years ago, where we were stuck with C# 4 or 6, and means you can write pretty modern and performant C#. Especially notable is Span support, a way of representing (basically) non-owning array slices.
[1] https://docs.unity3d.com/2023.3/Documentation/Manual/CSharpC...
With that said, yeah, I think "a static ratio" vs "a flat count based on desired features" vs something else is an interesting discussion! My experience is that more product means more usage of the breadth of infrastructure, and requires both more infra development and more support, but I haven't worked in large orgs, so I don't know how this nets out as size grows.
My portfolio is at https://www.chrisdirk.is @chrisdirkis on Twitter, feel free to get in contact.