Re: Software Architecture/Design
Tony Albrecht <[email protected]> Fri, 11 Jun 2010 13:59:39 +0930
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
On 11 June 2010 13:46, Jon Frisby <[email protected]> wrote: > On top of that, much of the work of optimizing things for performance makes > functionality 'brittle' / 'rigid' -- hard to change in arbitrary ways. It > removes the ability to incrementally explore and refine ideas, or at least > boxes that process in considerably. > Isn't that the point of this entire thread (or am I getting my threads mixed up)? Optimising code that is put together in a way that only considers ease of implementation can be incredibly difficult to optimise and may require nasty hacks which can make the codebase brittle. If you could just design your system upfront with some consideration of the underlying HW you'll get better performance - note that this is not necessarily exclusive of any of the features that you want in your code base like extensibility, or readability. Component based systems could be such a solution. Sure its a different way of thinking about your problems, its not necessarily OO, but if done right it could give flexibility, extensibility, maintainability and lots of other 'ilities that we want in our code base. Plus performance. And performance, at least for games, is critical. As is functionality - we need both of these, not one or the other. > > THAT is why performance takes a back-seat to functionality, and why an > attitude like yours is absolutely terrifying to anyone who's ever put their > own money on the line to ship a product. > > -JF > > _______________________________________________ > 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