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What's so taboo about creating things under the constraints of machines that everyday people own? The best engineers are always the most resourceful and focused.



> What's so taboo about creating things under the constraints of machines that everyday people own?

Because it's impractical, unnecessary and wasteful. There are a number of processes that by their nature require global knowledge. These are not the sorts of processes that need to be done in the client (many of them in fact are done up front precisely so that a client will not need to do them), but they are the sorts of processes that a developer will need to do if they are to be able to make a change and see its effect. Also, there are good reasons to generate assets at a higher resolution than needed in the final artifact.

Just like if you're rendering a 3d animated film you might need a more powerful machine than those who are only watching it, or if you're training a neural net, you need a more powerful system than if you're merely running it.


It's entirely unnecessary?

TEST things under the constraints of machines that people own. Multiple people have given multiple reasons why there are better ways to do things. I read another recently talking about being able to capture all the game state for debugging, too.


Maybe their stuff is extremely complex and is already optimized? Before you make such a suggestion you should be very sure that you understand the situation.


Responding to a question with a question only makes more questions




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