4 ms·
Same here, but maybe the goal of his side project is to learn and not ship a product. In any case, you're not wrong, but I assume most people writing a game in
by Bishop_ 6y ago
Same here, but maybe the goal of his side project is to learn and not ship a product.
In any case, you're not wrong, but I assume most people writing a game in C as opposed to leveraging a tool like Unity are more interested in diving in and learning something new rather than shiping something.
- ThePadawan 6y agoThey're very different attitudes indeed. E.g. compare OP to the level storage of VVVVVV: https://github.com/TerryCavanagh/VVVVVV/blob/cf53de9ed5cd82a5836cd3592d3c7f33ec139964/desktop_version/src/Spacestation2.cpp#L28 https://github.com/TerryCavanagh/VVVVVV/blob/cf53de9ed5cd82a...
- emmanueloga_ 6y agoAlthough to be fair I'm sure the author wrote a program that generated that array :-)
- Ma8ee 6y agoI certainly hope so.
- allenu 6y agoI love the reference to this because I'm working on a side project and treating it as "something I definitely want to ship" and have found that I have higher tolerance for code that I just copy/paste and slapdash together. I've worked on lots of side projects in the past where I was more deliberate about every line of code and learned that shipping is more important to me now than learning something new. I will say most of the choices I'm making with respect to when to go "deep" with good design are very much calculated. I'm designing the architecture with a lot of thought, but when it comes to laying out UI elements, I will copy-paste and not refactor even if there's a good opportunity for it. It's just plumbing to me, so if it's ugly, it's not a big deal.