Details
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AboutStudying gamedev and playing games.
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SkillsC++, C#, Java, Python, Lua
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LocationViseu, Portugal
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Website
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Github
Joined devRant on 10/11/2016
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Client: This works correctly, but I don’t like the code.
Me: What exactly do you not like?
Client: There are barely any lines of code. You need to add more to make it better.
I...I don’t know what to say.25 -
When you're waiting for your bus, veeeeery much in for coffee but you've gotta wait till you're at work and then you literally get 4 people around you drinking coffee and the smell is freaking 😍 but you can't get any at that moment.
This is torture 😭13 -
Another dev on my team just got a new machine. Before he came in today I made two separate USB installers and left him these notes.60
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Boss: “Our YouTube channel doesn’t look at all like our website.”
Me: “I’ve made it look as close to our branding as YouTube allows for with its limited editing controls.”
Boss: “This is unacceptable. I expected more from you.”
Me: “I cannot accept the blame for this. YouTube is setting the design parameters for all channels and I can only do so much.”
Boss: “You can call the YouTube, can’t you? Why didn’t you call them?”
Me: “.......and ask them....what?”
Boss: “You don’t ask! You tell! Our company has been around for 140 years. Our brand name carries that weight. They’ll change their design to what we need if you’re assertive enough.”
Me: “Ma’am, that’s just not how this works. That’s not how any of this works.”50 -
//socially acceptable objectification
//of women
public class Woman : Person
{
}
//I'll see myself out.15 -
A question to game devs : which design/architecture patterns do you use ?
Everytime I try to take a look at game development, I feel like there is a lack of guidelines, mostly about architecture.
It's something strange to me as a web dev, as we use much of these patterns on a daily basis. Of course I think about the near omnipresence of MVC and its variants, but not just that. Most of frameworks we do use are essentially focused on architecture, and we litterally have access to unlimited tutorials and resources about how to structure code depending on projects types ans needs.
Let's say I want to code a 2D RPG. This has been done millions of time across the world now. So I assume there should be guidelines and patterns about how to structure your code basis and how to achieve practical use-cases (like the best way to manage hero experience for example, or how to code a turn-based battle system). However I feel these are much harder to find and identify than the equivalent guidelines in the web dev world.
And the old-school RPG case is just an example. I feel the same about puzzle games or 3D games... Sure there are some frameworks and tools but they seems to focus more on physics engine and graphic features than code architecture. There are many tutorials too, but they are actually reinforcing my feeling : like if every game developer (at least every game company) has his on guidelines and methods and doesn't share much.
So... Am I wrong ? Hope to.
What are the tools and patterns you can reuse on many projects ? Where can I find proper game architectures guidelines that reached consensus ?6 -
You spend months coding an app, you refactor and restructure multiple times, you apply all sorts of smart patterns and algorithms you learned over all those years, you go back to the books even, you spend money on a ton of assets, localization, marketing, you spend time contacting hundreds of people that could boost your app in the ocean of apps. And once your app hits the store, people complain that $0.99 is too much.6