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.