Showing posts with label programming. Show all posts
Showing posts with label programming. Show all posts

Wednesday, 10 April 2013

Design Aiming

Know your weaknesses. If Engineer A has less knowledge and experience about a particular area than Engineer B, he will make bad design with much greater probability.

Let's call the ability to make good design "design accuracy". Here are shooting results of two engineers:

Surely, Engineer A will spend more bullets, but with each new bullet he narrows down his hit area and can in the end produce a result comparable to that of Engineer B. Given that he is able to learn on his mistakes.

He just shouldn't stop.

If you've done something ugly, tear it down and try again.

Tuesday, 12 March 2013

There, fixed it

I think Alexander Macdonald's FlasCC logo is simply brilliant.

But it's missing a 23-kiloton explosion in the middle:


Monday, 14 January 2013

Business structure of code

Why your typical game code is always full of managers? I wouldn't trust my important stuff to some lowly "manager". Maybe that's the key to having a successful project: having entities that *care*? How about a director? That sounds like a responsible guy.
I gonna tell you, and that's 100% true: after hiring a director, the code business of my home project got back on the track!

Who knows what benefits your code can get from owners, producers, shareholders, leads and architects? Maybe we've all been missing tax and police officers? Hell, next time I'll try working with some army people. I'm sure captains and colonels will put all these silly classes in order.