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Do you work in game development? I would love to hear a little bit more about your experience. I play and follow Apex Legends and I'm always so curious about ho
by jeremy_k 5y ago
Do you work in game development? I would love to hear a little bit more about your experience. I play and follow Apex Legends and I'm always so curious about how bugs and regressions seem to make it into every one of their patches. As well as tons of new information that gets data-mined.
To me, its like they don't have branches (tons of new code not accessible in the game is released in a patch) and they don't have unit tests that catch bugs (a certain ability has 2 modes, with 2 different activation times. In the most recent patch, the activation times ended up the same) but it's possible that developing a game is far different than developing a SaaS product from a coding perspective. Or it could be that studio just has weird practices.
- judge2020 5y ago> As well as tons of new information that gets data-mined. Client side encryption is basically impossible; the decryption key has to be in the executable you ship somewhere, or at least sent to the client after a connection with the server. Perhaps some encryption tiering system could work to keep unreleased locked content locked for longer but I don’t think anyone has gone through that trouble yet.
- antihero 5y ago> To me, its like they don't have branches (tons of new code not accessible in the game is released in a patch) This is likely by choice, feature flags have a fair few advantages over feature branches and are generally far less of a pain point long term.
- maccard 5y ago> This is likely by choice It's likely because of inertia. I don't work for EA, but the majority of games studios use Perforce for source control which has... awful support for branches. They've got streams which are a huge improvement, but still nowhere near as flexible or easy to use as branches in git.