How to program independent games (Johnathan Blow of Braid fame)
the-witness.net
the-witness.net
The real gotcha is that the vast majority of containers are still vectors, since the operations on them didn't show up in profiling. So I guess yeah create some gameplay and optimize your bottlenecks not your lack of Data structure fun.
A co-worker once joked that "real world" programs have only two container types: hash tables and arrays.
For the general world representation I used a static grid, as the object size was very homogenous, so a quad tree would have been overkill.
One idea that I don't think fits for the type of system I develop is the idea of preferring huge blocks code over function calls (around 30:00). He counters the benefit that the function name documents the chunk of code it encloses, but an even bigger benefit, in my opinion, is that the function signature documents the function's inputs and outputs. If you avoid global variables then you know when you modify a function exactly what information you have access to and exactly what information the function produces. This makes changing the function much easier.
He says he's talking about thousands of lines of code that always get executed in serial, so it doesn't sound like my code is very similar to the code he's talking about. I also expect that code I write gets read and modified much more often than the code he's talking about.
That said, a new syntax can work, if it's the right one.
(I really rate SOTC, but never really got on with Ico. Not the same game at all!)
...it sure is interesting, especially that soak test or whatever that looks for leaks. So is the "preserving life time" idea, really. Although a lot of this, as the article points out is just for independent games.
I felt the hating on academic papers was a bit over the top, although it's possible his claims could be a little bit accurate. Anyone know more on this?
Make something people want is not just for startups.
Loved that phrase! All the way at the end. All in all I really enjoyed this talk.