Issue 2026-10-18 · Voices
Guillermo Rauch @rauchg
“What matters is the end product, whether it's a game or an engine”. Well said! [引用 @TimSweeneyEpic]: When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it…
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