@ryanprior
Which means: You better don't loose your key chain at night in a video game...
@Viss @tiotasram @cmconseils
He was joking… I think…
Maybe you were too..?
(I am joking at least, that much is clear to me)
I think I was thinking about it in the sense that the lamp being on takes more energy than the lamp being off, over time. But you're right that the extra polygons of the lamp model use energy that could be saved were it not included, even when baked lighting means that the CPU/GPU don't work any harder because of the "illumination" the lamp provides.
For a dynamic light like a flashlight or headlight the player can toggle, there's extra cycles needed during rendering for sure.
"Driver" has entered the chat
Does someone else still remember "Quarantine"?

@Niall @neurotropic @Noxie @cmconseils That video is an absolute disgrace and I'm quite frankly surprised it's still up given how much flag he got for it. Given how non-existent his attempt at looking at the game was I have to assume it's ragebait.
He basically recommended scraping 90% of the game world and going back to game design concepts from the 90's, based on an understanding of the game that was so obviously limited to the initial spawn area and quite frankly ideologically tainted.
@ax11 @cmconseils
I guess there's a difference between "designing for the player's experience" and "designing for the citizen's experience". Most (made up) game cities or towns make no sense as livable places.
But then again, the point is that designing for something else than a car makes a stark difference.
@TheMNWolf @cmconseils thanks for initiating a fascinating read:
You just fucking blew my godsdamned mind. 🤯
@cmconseils
Creator of Sim City in an interview:
> When I started measuring out our local grocery store, which I don’t think of as being that big, I was blown away by how much more space was parking lot rather than actual store. ... we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.
> We do have parking lots in the game, and we do try to scale them—
1/2
so, if you have a little grocery store, we’ll put six or seven parking spots on the side, and, if you have a big convention center or a big pro stadium, they’ll have what seem like really big lots—but they’re nowhere near what a real grocery store or pro stadium would have. We had to do the best we could do and still make the game look attractive.
-- https://v-e-n-u-e.com/Sim-City-An-Interview-with-Stone-Librande
