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Was pleasantly surprised by the comments. But while the codebase is grokkable (every line is simple), it's brittle [1]. Not saying it's a big deal: brittle code
by Jyaif 3y ago
Was pleasantly surprised by the comments.
But while the codebase is grokkable (every line is simple), it's brittle [1].
Not saying it's a big deal: brittle codebases are fine when the codebase is only going to be touched by a small amount of people. Less so when the code is going to be used and modified for decades by thousands of people (in OS, compilers, browsers...).
[1]
Unchecked assumptions everywhere, #ifdef with platform specific code everywhere, singletons everywhere. Only spent 5 minutes browsing the code, I'm sure there's more examples.
- Keyframe 3y agosingeltons are rather common in game code, it's not that bad. What's wrong with ifdefs for platform specific code though? Alternative is to have different compile-time paths.
- golergka 3y agoIn my experience (with gamedev) it often leads to your game silently breaking on platform you're not building it for. Proper CI will catch this, but it still makes the feedback loop longer.