
Pioneers: Jonathan Blow talks good design — for video games, team structure, and beyond
Notion Podcast
00:00
Prototyping a Game
In the days when i started programming games, an we were trying really hard to draw three d, and you didn't have graphics accelerators that would do it, or you had early ones. You would construct your whole engine around how fast the c p us were,. The rate of improvement of computers was much faster back then than it is now. Have a fast engine, or, like, if you're rendering a smaller number of bigger triangles, then once people have faster computers where you can have more detail in the scene, like, suddenly a lot of decisions change. And there's this fashion of people changing what framework they're using, but it's not right? I don't know
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