We had similar thoughts about "premature optimisation" in the games industry. That is it's better to have prematurely optimised things than finding "everything is slow". But I guess in that context there are many many "inner-most loops" to optimise.
The best-practice solution would be to write a barely optimized ugly prototype to make sure the core idea is fun, then throw away the prototype and write the "real" game. But of course that's not always how reality works
In context most of the major optimisation work was on the engine. The game code can be and usually is slow but we do try to tame things in an O() sense.
I worked licensed titles for a while and that area the quality of a title and whether it sells were largely uncorrelated haha!
chii|4 months ago
or you found that you've optimized a game that is unfun to play and thus doesn't sell, even tho it runs fast...
wongarsu|4 months ago
mabster|4 months ago
I worked licensed titles for a while and that area the quality of a title and whether it sells were largely uncorrelated haha!