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Don't change my mind.
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Thank god fo AI so we can fire them all.
AI is shit though so we'll have to hire them back
But we'll tell them we don't need them so they will work for less money
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>>108814517
If you divided programming into 100 domains, game programming would be in the top 10 in terms of difficulty, which is ironic considering how all that effort just caters to manchildren.
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>>108814517
thats why they are losing their jobs.
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>>108814517
The game engine does all the hard work. Just like the browser engine does all the hard work for web development.

The difficult part part is the invisible backend shit.
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>>108814616
>The game engine does all the hard work
No, it doesn't, unless you're working on some """triple-A""" project.
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>>108814625
I would say that is what "100 players shoting at each other in 4k" is.
Your shitty self-written OpenGL "game engine" where all the characters are barely shaded polygons doesn't really count.
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>>108814633
>Your shitty self-written OpenGL "game engine"...
It can render 100 players shooting at each other in 4k just fine. But getting complex game logic to work correctly is actually harder than it sounds. Much, much harder than the "business logic" the average programmer has to deal with.
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>>108814517
>100 players on a screen shooting at each other
Which automatically scales vertically, because a single server only has to serve 100 people.
Have more players? Launch more servers! As long as the lobby size doesn't get larger, no issue. The servers do not have to communicate with each other, other than maybe transfer some stats.
Meanwhile a smallish webserver will have to serve tens of thousands of concurrent users. Each one needs something different.
>but but the database takes all the beating, you just use an existing one and only have to ensure that the queries aren't written in a retarded way!
And gamedevs use an existing engine.
>but but i may develop my own engine with own network protocol
Every single website using websockets implements their own protocol. And then has to deal with its state and keep it synced with other websocket servers. The fact that websocket is shit, just makes it even harder to deal with.
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>>108814517
People are paid what their service is worth to someone else. I feel like I'm talking to a retard.
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>>108814836
You have an outdated notion of what employment actually is in the modern economy. The larger the organization, the less relevant the service you're providing to them actually is.
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>>108814863
*The larger the organization, and/or the more connected the org is to "investors" (especially venture capital)
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>>108814669
Game engine development is definitely more math-heavy, but there are cases where game devs have an easier time.
Scaling is one (having an server serve only 100 users).
Another one is fault tolerance. If your game server has a memory leak... who cares?... the game is over within 20min anyway and then the next one starts!
A server crashes? Who cares! The players just get thrown out and connect to another one. If your server has a 5% chance of crashing, that is totally fine and tolerated.
Or desyncs. If a player doesn't get a packet or a bug messes up his state and it differs from the state on the server: Who cares? At some point the server will transfer the whole state again and he will catch up. One rubber banding and all is good.

And then you have MMORPGs, who do have to deal with lots of that stuff. And you can see the difference. An MMORPG is usually maintained and actively developed for years. Meanwhile your "shooting 100 people in 4k" is dropped once and then nobody cares.
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>>108815029
>Scaling is one (having an server serve only 100 users).
>Another one is fault tolerance.
Right. And what percentage of webshits would you say have to worry about this?
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>>108814517
True, and unfortunately for every spiteful unemployed loser here, these salaries are here to stay, and the number of jobs will keep growing.
LLMs? Just more shitty software and with it more jobs that are ten times easier and pay just as much.
Too bad you will never benefit from that, since you're all a bunch of lazy faggots who can't even do the bare minimum. lmao
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>>108815045
Thanks to AI scraping, everybody has to think about that case now
>what happens when i get hit with 100000 requests per second?
And you either learn to deal with it and git good, or your competition will win. One second longer page load time means 16% lower conversation rate.
If your website loads in 5 seconds + cloudflare challenge, and your competition loads in 1 second and doesn't need a challenge, get fucked.

>but but most webdevs are complete shit
and most games are as well
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>>108814517
Tech workers are overpaid because tech jobs are all concentrated in the highest cost of living places on the entire planet.
This is why tech companies are slowly but surely moving to Houston, Austin, and Nashville in the US. You can pay workers sub 6 figures and they can still live like a king while $150k in in San Francisco gets you a studio apartment with 5 roommates.
Honestly, imagine if you set up your small tech company next to some small engineering school in Arkansas or something and just hired the entire graduating class every year.
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>>108814517
It's true, but I don't make the rules and I gain from that fact, so it's cool.
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>>108814517
not our fault that you're a jealous brainlet
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>>108815107
I love how you pretend to care about loadtimes while the entire web became enshittified by webdevs making everything client-side because php is le bad or something.
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>>108815107
>everybody has to think about that case now
You can think about it as soon as you figure out that textbox. :^)



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