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I think it depends on a lot on the studio and culture. I don't think I saw a single unit tests before I left gamedev(a few smoketests to make sure the game didn
by vvanders 5y ago
I think it depends on a lot on the studio and culture. I don't think I saw a single unit tests before I left gamedev(a few smoketests to make sure the game didn't crash but that was about it).
I also rebuilt our audio streaming system over the course of 48 hours to use the texture streaming subsystem when we exceeded the 64 file handle limit on an certain platform. We needed to hit a date for a TGS demo and I can guarantee you that we had things which were even more YOLO for a fairly decently sized team/game.
- christophilus 5y agoTo be honest, the game industry is a good counterpoint to TDD zealotry. You can go quite far with adequate results without a single unit test.
- gravypod 5y agoSome of the most buggy software I interface with are games. They crash and break in strange ways. I often wonder what it would be like if someone tested some edge cases or enabled a fuzzer for some functions. Like "what happens if I kill a freed entity", or "what happens if my character is 50% in a wall", etc. Some of these bugs are experience ruining: think Fallout 76.