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Or even better, it should be the latter during development and the former in the released version. You don't want your released game to crash in level 11 if th
by mike_hock 4y ago
Or even better, it should be the latter during development and the former in the released version.
You don't want your released game to crash in level 11 if the player happens to look behind the wrong lightpole because a texture is missing, but you do want to notice that in development.
- XorNot 4y agoI remember back when I messed with D3D (around 8?) I was surprised to learn this is how the Debug build mode of it works. In Debug you can completely screw up your pipeline and scene handling and...everything will work just fine. Or appear to. Switch to a Release build and all those failures are suddenly very obvious - and this is almost exactly what you wouldn't want.
- mewse 4y agoBack in those days when we couldn’t patch games post-release, our team felt it was much too dangerous to change anything for the release for fear of code layout changing exposing some bug which had previously been harmless and undetected by QA, and so we would typically leave all of our debugging tools and runtime checks enabled in the final release builds of the game. It was just safer that way. But with that said, we didn’t generally crash the game due to a missing texture, even during development, as that’s a super common problem which would have impacted development too much; instead, we just drew anything which used a missing texture in max-saturation pink and green instead, alternating between the two colors once per second, to make sure it’d be super visible to anyone looking at the game during development. We did usually change that behaviour to instead render missing tetxures in alternating black/near-black instead of pink/green for our final releases, as that was deemed a relatively safe change.