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When I code in a team, we don't just write one big mass of C++ and hope that all the interactions work out okay! Instead, we follow modular programming practic
by psyklic 17y ago
When I code in a team, we don't just write one big mass of C++ and hope that all the interactions work out okay!
Instead, we follow modular programming practices. If some interactions are too slow, we know who didn't optimize his section and we kick the problem back to him.
- groby_b 17y agoThat would be nice. Except that - again, for performance reasons - we often have to break the boundaries between modules. Most game engines are a tangled web, since many parts are talking to many other parts. (I think there are ways around that, and there will certainly be a post on it. But that's the way things work right now) So it's not always that easy to just find a guilty party and blame them.