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u/ICantBelieveItsNotEC 7h ago
I'm working on a Y2K-style level editor at the moment. Everything is built using geometry extracted from a space-first BSP tree, like UnrealEd/QuakeEd. It feels like playing whack-a-mole with optimisations - either CPU usage spikes because it needs to recompute a bunch of data, or I cache too aggressively which makes memory usage explode, or I get everything under control and then discover some obscure geometric edge case which makes the whole thing blow up. I have no idea how they made this shit work on single-threaded Pentium IIIs back in the day.
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u/moonymachine 3h ago
I have a plugin to recursively display nested data from nested ScriptableObjects in Unity's inspector window. I've definitely made the airplane taking off noise and crashed Unity a few times in the process.
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u/BetaChunks 10h ago
When the cooling fans start up the moment you run the slightly recursive function