What sort of budgets do they put on computation time?
For example, lets say a football game needs to run at 50 frames per second. That means that each frame can only be 20 milliseconds long. How is that 20 milliseconds divvied up? For example, it could be:
- Pathfinding - 3ms limit
- Ball Physics - 8ms limit
- Particle Effects - 2ms limit
- Animations - 7ms - limit
- Total - 20ms
However, I just made those numbers up without any idea what I was doing.
Is there a rule of thumb or a standard practice used? I know every game is different depending on art-style, game genre, etc. I am looking for as generic as an answer that can be had; however, if specifics are needed, then Madden Football 2017 can be used as the example game.
What percentage of milliseconds should be allowed for each aspect of game development?