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by eliasdaler 746 days ago
I agree. I should probably clarify that in the article. It’s much easier to write “throwaway” code when you’re working alone and when you’re doing it just for fun. This advice was probably aimed at people who tend to overthink things in these kinds of situations and spend years implementing things in the “right” way, which tends to slow them down considerably instead.
2 comments

I guess what you said is right - the starting code and the later refactored code for reuse is and should be different. You experiment a lot …

Anyway after reading I still struggle. All these discussion is about game. I am more on simulation like Game Of life but in 3d (2d done using sdl and except iOS-mixer, one code base can run on most platform I care about). And possibly VR. May be back to unity and … learn so much using c/c++ using sdl especially just pass grenderer and gwindow around and just use function pointer. I guess 3d is out of reach based on reading your article. Very enjoyable reading nevertheless.

A large organization is likely to have both a separation between experiments and the "actual" game engine, containing the churn of throwaway code in order to build on good foundation, and significant experience and reuse from their previous game engine, constraining (possibly for the worse) the experiments and rewrites.