They had serious problems implementing multiplayer because they had to synchronize objects with 50KB of state every frame.
They had serious problems implementing multiplayer because they had to synchronize objects with 50KB of state every frame.
Edit: As someone else noted, if this is a generated file, that might explain a lot of this.
What the fuck
What was no doubt written like this:
if(a < 1){
}else if(a < 2){
}else if(a < 3){
}else{
}
Decompiled into this: if(a < 1){
}else{
if(a < 2){
}else{
if(a < 3){
}else{
}
}
}On the plus side, it's fun to press the page down and see the code 'animate' from left to right
HitEffect is a quite the function.
This reminds me of working on CDDA[1] before many of the refactors hit.
CDDA is an interesting case, it stemmed from a situation similar to the original post (one person project, embarked upon it before knowing how to do so). It was a complete mess of macros, spaghetti code and data and code living happily side by side.
I'm currently having lots and lots of fun playing this game (experimental builds). It's pretty much halfway there to Dwarf Fortress...
I didn't add too many features, I was mostly reducing the amount of compiler noise and fixing any bugs I ran across.