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Norman Barrows

how could unlimited speed and ram simplify game code?

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how could unlimited speed and ram simplify game code?

 

imagine its the future, and PCs have become so powerful that gamedevs have access to unlimited ram and infinite clock cycles to burn for all intents and purposes.

 

how could this simplify game code?

 

a few things come to mind:

 

just one generic game object type, and everything is a game object. every entity, every inventory item, every terrain chunk mesh, every particle and emitter, everything.

 

a flat list of all game objects.

 

render could simply iterate though the list of game objects: if active and renderable, render it.  wouldn't even need culling (unlimited speed - remember?). no backface, no frustum, no occlusion, no possibly visible surface determination, no oct-trees, etc.

 

update could also just iterate thru the list of game objects: if active, update based on type.

 

input could ether process input immediately, or store it for later use during update. don't see many things changing there.

 

there would be no need for separate storage for shared constant data of entity types. each object instance could store a copy of all constant values (weight, price, based damage, etc) - unlimited ram, remember? 

 

all object types could have all possible member variables for all object types (unlimited ram), so you only need one type of "uber" game object type for everything.

 

obviously, one could also go crazy with new features and exotic processor and ram intensive algos, but thats not the point here.

 

the point here is not what new complex stuff we could do (we could do anything), its what current complex stuff we'd no longer have to do.

 

so, how could unlimited ram and clock cycles simplify game coding?

 

NOTE: this started as a though experiment, but has evolved into "how could such an architecture be adapted for use today", IE what complex stuff we still need to do (like culling).

Edited by Norman Barrows

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Though maybe such a language already exists but nobody uses it because it allocates everything on the heap and has weird syntax.


What you're describing sounds a lot like Prolog.

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We could use ray tracing for most things which would remove the need for a lot of fancy effects. For example doing reflections would just work, ambient occlusion would just work etc.

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Maybe frame the question in another way: Many programmers, gameplay or otherwise already act as if there was more performance and memory than there actually is. A tiny group of programmers then have the ungrateful, but often fun job to bridge between perceived reality and apparent reality. These programmers would not be needed anymore. ;)

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Though maybe such a language already exists but nobody uses it because it allocates everything on the heap and has weird syntax.



What you're describing sounds a lot like Prolog.

 

Is this true Waterlimon?

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Is this true Waterlimon?

 

I wasnt referring to any particular language, but prolog did enter my mind while writing that (along with all those functional languages there are?)... Note that I dont know anything about prolog, except someone once said that it can solve stuff for you or something :I

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We would start writing more declarative code instead of imperative. We dont write how to get to the result, we write what properties a valid result shall have.
 

 

not so sure ram and clock cycles would make a difference there, that's more language related.

 

 


Though maybe such a language already exists but nobody uses it because it allocates everything on the heap and has weird syntax.

 

LOL!  laugh.png

 

 


Of course, we would just make a game that works exactly like our universe, and its so awesome that everyone plays just that, and then we build regular old slow computers inside that world and think how cool and challenging it is to deal with the limitated system resources...

 

ROTFL!   OMG!    laugh.png laugh.png

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