Sure, more than 4, less than however many assets there are in the game. I mostly want to emphasize that a systematic issue implies that this was an acceptable development pipeline, which I doubt any engineer on the team would say.
>I really think that the performance and scale indie developers can squeeze out puts AAA developers to shame nowadays, and I really hope that that'll continue to happen. All it takes is time, organisation, and a lot of time.
Yup, I agree. Indies don't tend to have money, so the budget comes from. Elsewhere. We can already utilize some amazing tools to cut down the time of scaling up environments. Not as much with actor assets. But I don't think it's too far off (more just locked off in acedemics white papers).
The systematic issue refers to the fact that it is both prevalent and a result of the early release, more a systematic issue of modern AAA development studio organisation than a development practice by developers.
>I really think that the performance and scale indie developers can squeeze out puts AAA developers to shame nowadays, and I really hope that that'll continue to happen. All it takes is time, organisation, and a lot of time.
Yup, I agree. Indies don't tend to have money, so the budget comes from. Elsewhere. We can already utilize some amazing tools to cut down the time of scaling up environments. Not as much with actor assets. But I don't think it's too far off (more just locked off in acedemics white papers).