Re: sparse components
Richard Fabian <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On 29 May 2010 07:09, James Hofmann <[email protected]> wrote: > In fact, by minimizing the potential for bugs, via reducing API surface >> area or enforcing structure or adding abstraction mechanisms that directly >> reflect the intent the client wants to accomplish, increases the magnitude >> of optimizations you can make. >> >> Going the opposite way, that is, providing generic solutions to hard >> problems that don't reduce complexity, makes it harder to do both. >> > > This is my experience exactly, and it seems to hold true throughout > software development. It's really, really easy to think you have "The > Answer" to making some slippery problem generic, whether it be a generic > tool, data format, architecture paradigm, data structure, language feature, > etc. Then you try it and it blows up in your face, while the simple naive > solution works and lets you get on with the real problems. You know you have > some great, reusable code going when it's utterly boring and trivial to > think about. > > Yes, OO has finally blown up, you're right. The old fashioned ways did turn out to be boring and correct! Which is why I'm using them as both source of inspiration and a source of validation of any findings. -- fabs(); Just because the world is full of people that think just like you, doesn't mean the other ones can't be right. _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com