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artur44 | 2 months ago
What is interesting, though, is that engines like this often reveal how much overhead comes from tooling, scene graph complexity, editor integrations, GC pressure, etc. Sometimes a very lean engine feels “faster” simply because it avoids all the layers that a mature engine needs to support large teams.
I’d love to see a demo that stresses real systems — entity updates, materials, batching, physics, etc. That would say far more about the architecture than raw FPS of drawing nothing.
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