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by drawkbox 3264 days ago
> So you think, you if you do testing you are overall slower ? Skipping tests makes you faster short term.

Not at all long run, but in the prototyping stage it may be a hindrance or when you are going for a fun gameplay mechanic over coverage. When you lock something down then tests make sense in this scenario. You'd always want tests for unit testing data, network, core tech, but might not need it when you are building gameplay that the test is really a user experiencing it/tuning it. Even writing some rendering or gameplay tests it takes time to get them right before they are actually useful tests.

Agree on all the other items there are many levels of testing. Usually core libraries are covered, when it comes to in-progress prototyping/pre-production, it can definitely slow you down (by adding weight to changes) if it is changing constantly and not yet locked down. Another area that weighs into it is how much budget and time that the code might be in use, if it is just a tool or something that isn't needed for live code (something prototyping or to help develop it, i.e. asset packing or the like) it might not be worth it to surround it with unit/integration testing.