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There is so much that is subjective about gamedev that automated tests don't really work the same way. How do you define a test for something as subjective as
by learc83 15y ago
There is so much that is subjective about gamedev that automated tests don't really work the same way.
How do you define a test for something as subjective as the "look and feel" of an interactive experience?
How do you automate this process?
1 Move the bounding box on the tree a few pixels.
2 Load the game
3 Move towards the tree until collision.
4 GOTO 1 UNLESS it "feels right"
Maybe regression testing, once you get things working, to prevent new bugs from popping up, or unit tests for game logic, but I don't know of many gamedevs doing full TDD.