me looking at the desktop code: ha ha, yikes. yikes! me looking at my own C++/SDL games' source code:pic.twitter.com/TqjEjv6Bpu
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glad i started to load assets for use without using hardcoded path references after *checks notes* three and a half releases
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I find bad shit in my old code all the time. "Who the hell wrote this ... oh derp, it was me. Like 10 years ago." Any large software project with lots of beautiful code will still have plenty of ugly derpalicious code... ... but you know, it works and lots of people use it.
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I recently came across a bug in a project I contribute to, complained in an issue, and then found the commit where I introduced it.
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You know, I worked on this game : https://www.metacritic.com/game/pc/desperados-wanted-dead-or-alive … ; the AI which was a strong point of the game is basically a 12k lines of code long switch/case statement.
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I'll take a good game with bad code over a bad game with good code anyway.
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(I meant to type any day, but it still compiled so hey.)
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It's almost like the ability to design a great game is at best only loosely connected to being a great coder
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See: Dwarf Fortress. Or Yandere Simulator
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Čini se da učitavanje traje već neko vrijeme.
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