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Boosted by kornel ("Kornel"):
rygorous@mastodon.gamedev.place ("Fabian Giesen") wrote:

(pulled from another thread)

Concerning Fred Brooks' "No Silver Bullet": I realized I've actually lived through a silver bullet moment in my field (CG).

In '95 a small number of people in the world knew how to do real-time perspective texture mapping and that by itself was most of the tech for a 3D game.

We got GPUs soon after and by 2005, we were up to fully programmable shaders with flow control and everything.

If anything, 10x productivity gain in a decade is underselling it.