Re: sparse components
Dan Nelson <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Long time lurker, first time poster. After reading that blog entry by Mike Action, I have to add this: (Lie #0) Maximizing performance is more important than minimizing bugs. In every real-world game project I have ever worked on, bug counts consumed hundreds of times more man hours than optimization or performance work. Any software engineering technique that helps a group of coders communicate and organize shared work, and thus minimize bugs, is hugely valuable. OOP is great at that. Other lies: (Lie #4) A majority of game programmers are smart. Smart enough to think about problems without "crutches" like OOP. (Lie #5) A game is a static problem. The data flow connections can be determined during a planning stage and will not change drastically over the course of the project. On Fri, May 28, 2010 at 12:37 PM, Tom Plunket <[email protected]> wrote: > > I think really that it's the implementation of OOP that people have > problems with when looking for performance. > > People tend to bunch "everything" together. > > The performance requirements for something that you're doing once a > frame is a lot looser than the requirements for something you need to > do a million times a frame. Folks who say "OOP is bad" miss the point > (as has previously been pointed out). > > > -tom! > > -- > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com