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Directing stuff at @flying-oak.com (ScourgeBringer, NeuroVoider...) Currently working on Knuckle Paradise with @arteinteractive.bsky.social Wishlist and other links: https://flyingoakgames.carrd.co/ Post in French at times 📌 Presentation pinned
Thomas Altenburger
Just saved 15% of CPU frame-budget by just caching a rectangle comparison into a bool. 😅 Whenever I audit code, most of the time performances are stuck into computations that could be cached once at load time. Second to that is devs not batching draw calls (it's more frequent than you think).
Maybe one day I'll be able to make a talk about all the things I've seen in big games code. I'll name that talk "an imposter syndrome vaccine".
People often think that optimization is some black magic involving rewriting stuff into super optimized micro-code... ... but the reality is almost always just telling devs "you shouldn't do that" or "if you refactor/cache that one function, you'll go from 1 to 60 FPS".