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Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:

Share Bear posted:

i thought it was widely well known that many game code bases are horrors because a lot of it gets generated by (usually custom, but sometimes game maker and unity) tooling

Sure it's widely known, but it's still fun to gawk at the horrors.

Honestly, it's kind of inspiring. I'm over here fussing about pep8 and those people just go and release something cool.

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Bloody
Mar 3, 2013

if it’s generated code who cares. it was generated from something and that something matters more than the output for human readability. I don’t think the compiler or interpreter is going to be repulsed by a big switch block

Share Bear
Apr 27, 2004

ya my comment is more towards "newsflash: water is wet" than any sort of quality implication, the tools are useful if it allows fun things to be made

also yall should play undertale if you havent its the best game of that year

bob dobbs is dead
Oct 8, 2017

I love peeps
Nap Ghost
it almost certainly means that a material amount of the 90 hour gamedev weeks are utterly wasted tho, so thats a thing

jesus WEP
Oct 17, 2004


Share Bear posted:

ya my comment is more towards "newsflash: water is wet" than any sort of quality implication, the tools are useful if it allows fun things to be made

also yall should play undertale if you havent its the best game of that year
it was funny when undertale won a “best game of all time” poll on gamefaqs and nerds melted the gently caress down about it

Cold on a Cob
Feb 6, 2006

i've seen so much, i'm going blind
and i'm brain dead virtually

College Slice
indie game devs often do the artwork, music, game design, etc as well so i'm gonna cut them some slack about unwieldly code

Sapozhnik
Jan 2, 2005

Nap Ghost
normal programmer: here's a software library for loading and rendering geometric objects it's called idk libgeometry or something
game dev: POWERED BY THE TECHNO-GENESIS ENGINE

tef
May 30, 2004

-> some l-system crap ->

Twerk from Home posted:

It'd be awesome if Epic made a single player game to show off their awesome engine. Maybe they could even name the game after the engine?

that notable indie/one person dev studio Epic

tef
May 30, 2004

-> some l-system crap ->

DELETE CASCADE posted:

ha ha application developers don't do 1000 line switch statements. i'm very clever.

i can tell you're a person who has never used ham radio software

turns out when people who write code actually want something, they cut corners to get there, especially when they're not programmers who spent four years jerking off at university dreaming about code reuse

tef
May 30, 2004

-> some l-system crap ->

Sapozhnik posted:

normal programmer: here's a software library for loading and rendering geometric objects it's called idk libgeometry or something
game dev: POWERED BY THE TECHNO-GENESIS ENGINE

this isn't true normal programmers call things after pokemon or marvel movies

Presto
Nov 22, 2002

Keep calm and Harry on.
Sometimes you'll see something in the patchnotes for a game for some incredibly specific thing, like "Fixed bug where attacking a dicktroll with a salty short short while wearing a +2 sash of spiffiness may result in the player's helmet being unworn", and you just know the code is massive if/else sieve.

tef
May 30, 2004

-> some l-system crap ->
i mean sure enough when your job is writing a slightly faster for loop, or a slightly slower for loop with fancy bells and whistles, it's easy to look at game dev stuff and go "i could do that in a slightly nicer way". despite, y'know, this being entirely unrelated to getting a game out on time, or even building a game.

it's a tale as old as the hills. every time someone posts gamedev code a bunch of smuggos explain how they would have used an abstract game factory.

then again, for people whose sole agency in a programming job is "how many spaces/tabs do we indent things", it must be hard to imagine things like "do people actually want to use the software? is the game actually fun to play?" being more important than passing a linter

mystes
May 31, 2006

tef posted:

then again, for people whose sole agency in a programming job is "how many spaces/tabs do we indent things", it must be hard to imagine things like "do people actually want to use the software? is the game actually fun to play?" being more important than passing a linter
lol

bob dobbs is dead
Oct 8, 2017

I love peeps
Nap Ghost
you ok?

12 rats tied together
Sep 7, 2006

i can empathize with being perennially infuriated by a stupid take :hai:

mystes
May 31, 2006

I guess the moral of the story is that programmers who are alienated from the product of their labor need to start a communist revolution so that they too can throw off the yolk of design patterns and write 20 level nested if statements

sb hermit
Dec 13, 2016





Powerful Two-Hander posted:

10x programmer spotted

Sagacity
May 2, 2003
Hopefully my epitaph will be funnier than my custom title.
Keep in mind that games are designed to ship and be done. Boring CRUD apps might need to work for 10 years, always being extended by scores of junior programmers that barely know what they're doing. (So, arguably, senior programmers too). Design patterns are more valuable in those situations.

And that's not even talking about how many design patterns are not super efficient, which is not ideal for games.

12 rats tied together
Sep 7, 2006

i don't personally feel like uv mapping code at all corresponds to generic "application" development where you are at best concerned with whether or not VendorReportGenerator2 should subclass VendorReportGenerator or if it's time to create the aforementioned AbstractVendorReportGenerstor so you can clean up ICreateReport, and you are more generally not understanding http and complaining about it + inventing things like tailwind css for no reason

trying to think of any game code i have thumbs downed because it was bad architecturally and drawing a blank. the worst game thing i've seen and is someone live editing a production mmo database interactively without a backup

vanity slug
Jul 20, 2010

game design reached its peak with rct and it's been downhill ever since

tef
May 30, 2004

-> some l-system crap ->

12 rats tied together posted:

i can empathize with being perennially infuriated by a stupid take :hai:

it is amazing when programmers can come up with a worse take than gamers


never have been, never will be

mystes
May 31, 2006

it's possible to spend too much time bike shedding about clean code

it's also possible to dislike spaghetti code for the very practical reason that you've wasted a lot of time trying to make sense of it and fix bugs in it

this doesn't mean that people don't think that games that have spaghetti code are fun to play and cool or something

DELETE CASCADE
Oct 25, 2017

i haven't washed my penis since i jerked it to a phtotograph of george w. bush in 2003

tef posted:

i can tell you're a person who has never used ham radio software

turns out when people who write code actually want something, they cut corners to get there, especially when they're not programmers who spent four years jerking off at university dreaming about code reuse

i was agreeing with you bro. the point of my edit to your post was, what you said is true not only of game devs, but of devs in general

redleader
Aug 18, 2005

Engage according to operational parameters

12 rats tied together posted:

also they wont have done it all right, some of it will be wrong, and other parts of it will be a different, mutually exclusive type of wrong

ah, so game engine devs are also just regular programmers

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


I don't think most people poo poo on gamedev like they do on webdev (which is plenty obsessed with ~design patterns~ everywhere)

and whoever does probably didn't try doing it themselves

abraham linksys
Sep 6, 2010

:darksouls:
i think gamedev's shifting a little bit due to live games becoming such a norm and wanting to try to have "platforms" to maintain and build on. sometimes this works out well (fornite), sometimes just-well-enough to keep releasing content with a bunch of known limitations (destiny 2, ffxiv 2.0+), sometimes it goes hilariously awry to the point that the game is no longer considered a viable platform to extend and needs to be scrapped (halo infinite, ffxiv 1.0)

it's also why you're seeing the most "startup-like" game engineering coming from the free to play mobile world, all those games are similar web apis with different frontends

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


what's the story with halo infinite?

apart from it being boring (source: I tried playing it for 15 minutes)

12 rats tied together
Sep 7, 2006

the most exciting thing about dealing with 10 years of "devops" making its way to games is having to explain to people that we can't continuously deliver the game because in order to get it shipped to consoles we have to email some rear end in a top hat at microsoft and wait 2 weeks for approval

cinci zoo sniper
Mar 15, 2013




12 rats tied together posted:

the most exciting thing about dealing with 10 years of "devops" making its way to games is having to explain to people that we can't continuously deliver the game because in order to get it shipped to consoles we have to email some rear end in a top hat at microsoft and wait 2 weeks for approval

you definitely can continuously email someone at microsoft

Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


there was some game years ago where they padded the iso file (or whatever) with crap from the devs HDD and it bundled a load of porn or idk, thumbs.db containing porn or something and it was an outrage and they had to recall and shred all the discs because of course you couldn't fix that poo poo post release

abraham linksys
Sep 6, 2010

:darksouls:

Powerful Two-Hander posted:

what's the story with halo infinite?

apart from it being boring (source: I tried playing it for 15 minutes)

halo infinite is a really weird story and i maybe shouldn't have put it on there. basically they built a new engine for it and then, around the time of the e3 trailer everyone made fun of in 2020, were talking up halo infinite as "the platform for the next 10 years of halo." now, to their credit, they did explicitly say it is "not a live game." but on the other hand, i'm not sure what the gently caress else "the platform for the future of halo" is supposed to mean - they did basically say "we think future updates to the halo story will be part of something called halo infinite" and i have no idea how the gently caress to read that as "not a live game"

anyways since it came out in 2021 the only poo poo that has been added to it is stuff that was supposed to be in at launch (campaign co-op and forge). so i have no idea what the gently caress is going on there. maybe they will reveal new halo campaign dlc next week at microsoft's big gaming stream, or maybe they'll reveal Halo Infinite 2, or maybe they'll fire the entirety of 343 industries in tomorrow's layoffs, anything is possible

12 rats tied together
Sep 7, 2006

i used to work with a guy who had the shenzhen i/o job in real life and he had tons of horror stories about writing the hot loop too hot and frying the only test PCB + having to wait a month for the factory to ship a replacement

devops and ci/cd is cool and all but it's good not to forget that it can only exist on top of a large workforce of extremely skilled individuals who know how to make the internet work or how to plug 600 computers in inside the same building without catching it on fire or causing some other type of disaster

pokeyman
Nov 26, 2006

That elephant ate my entire platoon.

Jeoh posted:

game design reached its peak with rct and it's been downhill ever since

if you mean openrct2 which adds network multiplayer then agreed

Feisty-Cadaver
Jun 1, 2000
The worms crawl in,
The worms crawl out.
I worked on a very popular game that’s been around for a decade+ and we had at one point years ago a team called CUTS - clean up this poo poo

they did great work and the code base is mostly readable but it was a goddamn nightmare before then

Sagacity
May 2, 2003
Hopefully my epitaph will be funnier than my custom title.

Feisty-Cadaver posted:

I worked on a very popular game that’s been around for a decade+
Can I just say Minesweeper has been super stable for me in the last few years, thanks for the hard work

Soricidus
Oct 21, 2010
freedom-hating statist shill

12 rats tied together posted:

i can empathize with being perennially infuriated by a stupid take :hai:

and yet you post

Cold on a Cob
Feb 6, 2006

i've seen so much, i'm going blind
and i'm brain dead virtually

College Slice

Feisty-Cadaver posted:

I worked on a very popular game that’s been around for a decade+ and we had at one point years ago a team called CUTS - clean up this poo poo

they did great work and the code base is mostly readable but it was a goddamn nightmare before then

cleaning up crufty code is so drat fun, I’d love this job

redleader
Aug 18, 2005

Engage according to operational parameters

Cold on a Cob posted:

cleaning up crufty code is so drat fun, I’d love this job

it's fun to do as a treat, but i dunno if i'd really want to do it full time. that's gotta be draining

Feisty-Cadaver
Jun 1, 2000
The worms crawl in,
The worms crawl out.

redleader posted:

it's fun to do as a treat, but i dunno if i'd really want to do it full time. that's gotta be draining

the folks on that team (not me) were absolute loving rockstars cuz they were doing that work while also having to deal with patch releases every 2 weeks.

it is a miracle that team was successful, but good on them - things got _so much better_ after they had put in ~18 months work

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Powerful Two-Hander
Mar 10, 2004

Mods please change my name to "Tooter Skeleton" TIA.


imagine what the dwarf fortress code is like

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