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I can't speak Frictional's code quality, but historically released titles tend to be a tangle of hacks and short-term decisions that hammer things into working
by crocodiletears 6y ago
I can't speak Frictional's code quality, but historically released titles tend to be a tangle of hacks and short-term decisions that hammer things into working or being performant, coming at the expense of future developers and correctness.
I do agree that the field is full of great code to reference, though.
I'm a huge fan of Godot's codebase. It's well written, and easily understood both architecturally, and in-method.
https://github.com/godotengine/godot https://github.com/godotengine/godot
- Ace17 6y agoYou can't have a unified opinion here. There are some pretty good public game codebases (Penumbra/HPL, Quake I/II/III, Doom I/III), there are some okay ones (RedAlert), there are also pretty awful ones (Duke3D, Descent). Note that this seems to be completely independent from whether the game is good or not!
- ncmncm 6y agoWhen I looked at Godot I saw all pre-C++11, and everything done the hard way. Did I look in the wrong place?
- crocodiletears 6y agoI wouldn't call it the hard way, but it's certainly pre-C++11. My understanding is that the project's lead programmer insists on using older standards for the sake of portability.