4 ms·
I have a tendency to do this sometimes. For me it helps to reframe the problem to a target spec. For example if I was making a 2D game I might get carried away
by joeld42 7y ago
I have a tendency to do this sometimes. For me it helps to reframe the problem to a target spec. For example if I was making a 2D game I might get carried away with batching and atlasing things until I could draw tens of thousands of sprites rather than actually working on the game. Instead, if I write down somewhere: the game will have a maximum of 2-300 monsters on screen at any time, thus the engine target is 500 monsters at 60 fps. Then I have a clear pass/fail for the task, if I can draw 500 monsters then I'm done, even if I'm doing it in a dumb or brute force way.
Also, recognize that you might be drawn to working on problems you know how to solve and drawn away from problems you're not sure about. If you're good at optimizing code but not sure about handling player movement or whatever, you could be feeling the pull to do the thing you're good at.