Re: sparse components
Kris Lamb <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
I'm in the avionics industry and we have quite similar "lies". On Fri, May 28, 2010 at 1:08 PM, Dan Nelson <[email protected] > wrote: > 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. > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com