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What does GDNet think about my game engine?

Started by August 21, 2011 09:50 AM
117 comments, last by Washu 13 years, 2 months ago

[quote name='froop' timestamp='1314305114' post='4853810']
PS: This text editor (or at least its final representation) is a disgrace.

What text editor?[/quote]
The forum's text editor.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]


[quote name='SteveDeFacto' timestamp='1314318481' post='4853885']
[quote name='froop' timestamp='1314305114' post='4853810']
PS: This text editor (or at least its final representation) is a disgrace.

What text editor?[/quote]
The forum's text editor.
[/quote]

How would you know? I was not aware you had an account on my site?
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[quote name='swiftcoder' timestamp='1314319386' post='4853890'][quote name='SteveDeFacto' timestamp='1314318481' post='4853885'][quote name='froop' timestamp='1314305114' post='4853810']PS: This text editor (or at least its final representation) is a disgrace.
What text editor?[/quote]The forum's text editor.[/quote]How would you know? I was not aware you had an account on my site?[/quote]This text editor.
Um, I think he was talking about GDNet's forum text editor.

Which, frankly, is pretty bad.




Damn, ninja'd.

Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]


This text editor.


oh heh...
If I"m talking out of line, my apologizes. But obviously, if you're creating a game engine obviously you need a clean API that clearly states the method and its purpose. Having duplicate code scattered everywhere is going to make your code execution slower and overall coding slower. Adding new features or even improvements will be a nightmare at best, if you have sloppy code running about. Making the engine super fast won't make a difference if people are too frustrated with your code and walk away from it. Honestly, you don't need a pretty site right now. But you need to remove unnecessary links that have nothing to do with your code or even worse don't work or exist in the first place. These guys are pretty good at what they do. I would heed their advice very closely. So, if I were you, I'd: remove dead links (or links to non-working code) and do a major refactor effort (since that's the number one thing I've seen here). Then micro-optimization can be done. And be done much easier.

Beginner in Game Development?  Read here. And read here.

 

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If I"m talking out of line, my apologizes. But obviously, if you're creating a game engine obviously you need a clean API that clearly states the method and its purpose. Having duplicate code scattered everywhere is going to make your code execution slower and overall coding slower. Adding new features or even improvements will be a nightmare at best, if you have sloppy code running about. Making the engine super fast won't make a difference if people are too frustrated with your code and walk away from it. Honestly, you don't need a pretty site right now. But you need to remove unnecessary links that have nothing to do with your code or even worse don't work or exist in the first place. These guys are pretty good at what they do. I would heed their advice very closely. So, if I were you, I'd: remove dead links (or links to non-working code) and do a major refactor effort (since that's the number one thing I've seen here). Then micro-optimization can be done. And be done much easier.


I was not aware duplicating code instead of calling a function multiple times would actually somehow make the program run slower... Why does everyone keep saying that?...

As far as I'm aware clean internal code has no effect on the user of my library unless it has an external effect which none of the things anyone has brought up does. Eventually when I have a working product I will worry about cleaning up the code but at the moment the system is not even finished so I consider that a priority over internal polish. Commenting code, refactoring code, and properly capitalizing variables has nothing to do with the experience users of my library will have.

[color="#1c2837"]This API has technically been in development for almost 10 years in some form or another. It's like a mash of all previous failed [color="#1c2837"]attempts.



First how would refactoring improve performance?


There are multiple types of performance... how about optimizing your development speed, by making it easier, quicker, and safer to alter your code base?

Many programmers fall into the trap of, "I need to make my code faster", but their code is fast enough, at least for the moment, but their development speed is way too slow to be reasonable.

What's a more important resource to optimize, the constantly increasing speeds of computer processors, or the constantly decreasing length of your life? smile.gif
Listen to [url="http://the-witness.net/news/2011/06/how-to-program-independent-games/"]this talk[/url].
Clearly the OP has no intrest in any advice which doesn't stroke his ego so I would suggest that unless people want to do just that we just let this thread die..

[quote name='Alpha_ProgDes' timestamp='1314626947' post='4855057']
If I"m talking out of line, my apologizes. But obviously, if you're creating a game engine obviously you need a clean API that clearly states the method and its purpose. Having duplicate code scattered everywhere is going to make your code execution slower and overall coding slower. Adding new features or even improvements will be a nightmare at best, if you have sloppy code running about. Making the engine super fast won't make a difference if people are too frustrated with your code and walk away from it. Honestly, you don't need a pretty site right now. But you need to remove unnecessary links that have nothing to do with your code or even worse don't work or exist in the first place. These guys are pretty good at what they do. I would heed their advice very closely. So, if I were you, I'd: remove dead links (or links to non-working code) and do a major refactor effort (since that's the number one thing I've seen here). Then micro-optimization can be done. And be done much easier.


I was not aware duplicating code instead of calling a function multiple times would actually somehow make the program run slower... Why does everyone keep saying that?...

As far as I'm aware clean internal code has no effect on the user of my library unless it has an external effect which none of the things anyone has brought up does. Eventually when I have a working product I will worry about cleaning up the code but at the moment the system is not even finished so I consider that a priority over internal polish. Commenting code, refactoring code, and properly capitalizing variables has nothing to do with the experience users of my library will have.
[/quote]
This is an open source API right? Which means that users will be able to see your code not just the method calls. And with most engines tweaks and changes will be made. Also, if this is a mash of 10 years of failed attempts... shouldn't that indicate something? But you're right writing the same code over and over again in different methods won't cause a performance slowdown (and no, I'm not trying to be sarcastic or condenscending). But unless you are going to only expose the method calls, which I doubt you're doing since this is open source, the way the code is written will affect your users. Again, especially those who need to add to or tweak your code. Also you don't really think that you're going to refactor and polish all of that after you get it working. Do you? Everyone participating in this thread knows that is not going to happen. Why? Because programmers don't normally do that after (especially right after) they finish a project. If anything, you'll do one of two things: fix bugs people point out or add features people want. And since that will be on top of what you have already written, the chances of refactoring goes down even more. Which is why everyone is strongly advising you to do it now instead of later.

Beginner in Game Development?  Read here. And read here.

 

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