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I guess every game I've ever shipped was shipped on a dysfunctional team!
by ninepoints 4y ago
I guess every game I've ever shipped was shipped on a dysfunctional team!
- yazaddaruvala 4y agoI don't mean to diminish any of your achievements. Shipping amazing products is orthogonal to creating a robust codebase/system. I also don't mean to be negative towards you or your experience. Instead, I'll pose the question to you: What would you call a team/system that describes itself as "at risk of being crippled by a single line change like adding a metric"? At the end of the day, the product is the only thing that matters and you can be and should be proud of the products you've launched. That said, are you proud of the way you and your team built them? Have you or anyone on your team proclaimed it was a joy to build/improve that product? idk... after all I'm just some guy on the internet. Best of wishes to you! I truly hope you did not, do not, and never do work on a dysfunctional team/system.
- ninepoints 4y agoRecording a metric is not a cheap operation in many contexts. I work with code we typically instrument at a microsecond to millisecond granularity. Sampling profilers typically record instruction samples at most every 200 us or so, so adding instrumentation at a finer granularity than this has a dramatic effect on performance. If a game operates at 60 fps, adding a metric at an inopportune time will render the game unplayable. No, I haven't been on teams that dysfunctional. These restrictions are born out of necessity. My point was that you seem to have a somewhat narrow view on software as a whole, and you are extrapolating from your personal experience general advice that simply doesn't apply.