Colony – A brief history of timing--Matt Bentley

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Colony – A brief history of timing

by Matt Bentley

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Back in 2014 I began designing a game engine. Experienced programmers and curmudgeonly lecturers will tell you that if you make a game engine, you’ll never make a game – which is true, but sort of irrelevant. You will learn so much from making a game engine, you probably won’t care about the game by the end of it. The main reason I wanted to develop a game engine was that I was tired of seeing very basic 2D games with incredibly bad performance even on fast computers. If we got 15 frames-per-second on Intel 386 processors in the 1990s, why was it so hard for modern 2D games to achieve the same speed on exponentially-better hardware?

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