One of the hardest mental barriers when programming is destroying large systems that are working before incrementally replacing them
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Replying to @benedictfritz
@benedictfritz next week, "Check it out! It's plays exactly the same!"1 reply 0 retweets 0 likes -
Replying to @sgosztyla
@sgosztyla@benedictfritz For me the decision about WHEN to refactor is harder. My 1st instinct is to refactor, but it's not always prudent.1 reply 0 retweets 0 likes -
Replying to @trinketben
@sgosztyla@benedictfritz Put another way perfectionism RE: code structure doesn't always net better productivity or a better game.2 replies 0 retweets 0 likes -
Replying to @trinketben
@trinketben@sgosztyla@benedictfritz refactor your systems until there is no code left. 0 bytes = 0 problems1 reply 0 retweets 2 likes -
Replying to @david_laskey
@david_laskey@sgosztyla@benedictfritz Truth. Expressed as a contraposition, "mo bytes mo problems".1 reply 0 retweets 1 like -
Replying to @trinketben
@trinketben@david_laskey@sgosztyla I meant changing how a big piece of the game works. Like a new checkpoint system in this case1 reply 0 retweets 0 likes
@trinketben @david_laskey @sgosztyla But yeah I agree w/r/t refactoring
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