3 ms·
I haven't worked in the games industry so please correct me if I'm wrong, but isn't game development culture one of rushing crude hacks out the door at the last
by bigbubba 6y ago
I haven't worked in the games industry so please correct me if I'm wrong, but isn't game development culture one of rushing crude hacks out the door at the last minute? Rust seems like a poor 'culture fit' in this regard.
- macspoofing 6y ago>Rust seems like a poor 'culture fit' in this regard. How would Rust prevent "rushing crude hacks out the door at the last minute"?
- bigbubba 6y agoDoesn't the borrow checker ask programmers to be a bit less crude and hacky? I thought that was the point.
- throw_m239339 6y ago> How would Rust prevent "rushing crude hacks out the door at the last minute"? Because game developers would be fighting the borrow checker instead of shipping leaky code that compiles without hurdle?
- sgift 6y agoFrom what I can gather (from the outside) this has changed over the years. Games are not monoliths anymore and some parts have to work for successors or other games based on the same tools, so "things work for more than the bare minimum" has become more important over time. I'm sure there's still more than enough throwaway code, but that is probably not done in C++ currently either, but in some kind of scripting language.
- Scramblejams 6y agoCommon game industry joke: Q: What does a game company call a teetering tower of ugly hacks on top of ugly hacks? A: Shipped! Source: 5 years in the games business. The game development process can get messy. My studio doesn't crunch, but elsewhere crunch is the norm, and does anyone think the code is gonna stay beautiful during endless crunch? The old-timers here all have their war stories they tell of last minute ugly hacks tossed in just to get a game out the door on time.