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TBH, I haven't written any real games, and the simulation work I do is in finance, so if we have an account, it's really just an account. But securities and acc
by ben509 7y ago
TBH, I haven't written any real games, and the simulation work I do is in finance, so if we have an account, it's really just an account. But securities and accounts and such are all well-defined abstractions that lend themselves very well to direct representation in code, so my experience is not representative.
Maybe it's possible to be less misleading, but I still think it's a mistake to try to write a tutorial that tries to present basic concepts in the fashion that production code is written. There's just so much stuff you do in prod that is not relevant to the concepts you're trying to convey.
> I only kind of "got it" when I did something nobody would recommend anymore, and learned QBasic, and wrote a bunch of ghastly code with goto's all over the place...
I learned on a C64 when I was a kid, too. I'd absolutely recommend learning structured imperative programming before OOP.