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I was also surprised to see these huge functions with multiple nested layers. Is it common for game development? Or it was just a quick hack on top of Quake eng
by notimetorelax 14y ago
I was also surprised to see these huge functions with multiple nested layers. Is it common for game development? Or it was just a quick hack on top of Quake engine?
- JabavuAdams 14y agoYes, it's very common in player / vehicle controller code. People start with a clean model of how the player should move, using minimal physics, then add layer upon layer of special case code for various environmental / state / networking edge-cases.
- ja2ke 14y agoIt's usually what makes the game actually feel good to play. I've heard looking at the first person movement code for Valve's games will make you wish for your own death, but stripping out the weird stuff which looks ideologically wrong just makes the game play worse.