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.
>

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