Re: Complexity of new hardware

"Andrew Vidler" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <AAB10706559D4672AC8A65232825A299@andrewvpc>
Of course there are, and all those other axes are definitely important.
But again, IME, if you lack design then they pale into insignificance for
all but the simplest task.

I'm not saying it's impossible to produce medium-to-large systems with a bad
design, just that they generally take longer to finish and are harder to
adapt when requirements change.

Cheers,
Andrew. 

> -----Original Message-----
> From: Alen Ladavac [mailto:[email protected]] 
> Sent: 27 April 2009 10:44
> To: Andrew Vidler
> Cc: 'Game Development Algorithms'
> Subject: Re: [Algorithms] Complexity of new hardware
> 
> What I'm trying to say is that the problem is not 
> unidimensional. IME, there is a multitude of axes to consider 
> in evaluating engineering approachs, and "shipping on time" 
> is a weighted sum of all those axes, where weights may be 
> different for each team, or each project.
> 
> Guess I'm just alergic to banalisation, sorry. :p
> 
> Alen
> 
> Andrew wrote at 4/27/2009:
> 
> > Unless you're trying to assert that you can't look at two 
> designs and 
> > tell which one you think is better, then yes.
> 
> > Cheers,
> > Andrew. 
> 
> >> -----Original Message-----
> >> From: Alen Ladavac [mailto:[email protected]]
> >> Sent: 27 April 2009 10:23
> >> To: Andrew Vidler
> >> Cc: 'Game Development Algorithms'
> >> Subject: Re: [Algorithms] Complexity of new hardware
> >> 
> >> Andrew wrote at 4/27/2009:
> >> > IME, for anything other than the smallest projects, 
> inferior design
> >> > *never* leads to your product shipping faster.
> >> 
> >> Is there a "Inferior-Superior" axis when evaluating 
> software designs?
> >> 
> >> JM2C,
> >> Alen
> >> 
> >> 
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> --
> Alen
> 
> 
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