Even in simple games performance drops at random intervals.
Interesting conversation, guys. I really like the way it's being conducted.
But I would like to see just one simple game that doesn't perform well which:
-> is coded really well,
-> doesn't put every event on the "every tick" condition,
-> doesn't add large images which are not power of two sized
-> doesn't overuse effects and particles
-> many other stuff I forgot.
Many AAA games developers needed and still need some sort of workaround and time consuming
optimization (maybe less today) with the amount of polygons being shown, line of sight simplification
for distant objects, the way to deal with off-screen assets, hardware limitations when porting to other platforms,
some even have to deal with graphic drivers and boards issues.
If a very simple game has bad performance maybe an example CAPX file will be worth a thousand words
so we can see if it's well coded, well designed from the ground up and suited for the platform it's built.
Then I can blame the engine. I've seen so many horrible demos giving its engine a bad name that I
became suspicious to say the least.