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!
>
> --
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>

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