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Game development is a rapid prototyping adventure that is fuelled by the fact what you are producing is ultimatly a form of art. Architectures are based on abs
by TheBobinator 7y ago
Game development is a rapid prototyping adventure that is fuelled by the fact what you are producing is ultimatly a form of art. Architectures are based on abstraction, and abstraction is ultimately mindful ignorance; in this case of specific requirements or specific goals which are going to change because you are creating art. You are going to find out as you continue to develop that technical debt builds because the changing requirements create conflicting workflows which is why you get spam in the header. It's a lot faster to prototype something through duplication, cobbling, or refactoring then later on use automation to remove the chunks of code that are not used and reduce line count by creating utility functions because at that point, part of the project is set in stone and the project is going in one direction. Things will gyrate back and forth between messy and clean, and hopefully you have the budget to refactor to clean before you ship as modders don't like dirty game code.
Games are a simulacrum of reality and reality doesn't say properties of two different objects can never, ever, interact with each other; that's why you have the abuse of global variables to store state and also why there's a rich speedrunning community using all sorts of hacks in games to speed up their playtime due to unforseen edge cases. If you build a model of reality, you're going to be doing R&D learning how it interacts with itself, just like we do today!
Nobody wants to play a game with a static workflow.