Ancestors

Written by Paul Targosz 🦦 on 2025-01-06 at 10:53

I hate how true this slide is :|

ohh god...

so

many

worthless

discussions...

very often the last one, because "we have no time for that" costing more time in the end...

cc @PeterSommerlad

=> View attached media

=> More informations about this toot | More toots from sickeroni@mastodon.social

Written by Andre Weissflog on 2025-01-06 at 11:42

@sickeroni @PeterSommerlad I often see the opposite though, focus too much on rules like "singletons/globals bad" and then the actual problem solving code is like 10 lines hidden in 1000 lines of pointless boilerplate ;)

=> More informations about this toot | More toots from floooh@mastodon.gamedev.place

Written by Paul Targosz 🦦 on 2025-01-06 at 12:03

@floooh @PeterSommerlad yeah that exists also, but I'm talking about "maintained" code and not legacy software on life support. Also focus on what the problem is.

Also refactoring does not mean to refactornall things. Sometimes just some functions could be extremely helpful.

Best example: there was one class with strong macro magic to generate a buffer for allocation as a static buffer. (Shitty Compiler dependency)

Yeah worked long untill it had to be run on a new project... [1/2]

=> More informations about this toot | More toots from sickeroni@mastodon.social

Toot

Written by Paul Targosz 🦦 on 2025-01-06 at 12:05

@floooh @PeterSommerlad problem was type alignment was failed, what worked for x86 but not arm...

Short solution was to align as, but a refactor to just use a template would also help do reduce the nightmare of class to a handful lines of code.

Discussions took longer then doing, never got the chance to do it.

=> More informations about this toot | More toots from sickeroni@mastodon.social

Descendants

Written by Andre Weissflog on 2025-01-06 at 18:24

@sickeroni @PeterSommerlad IME refactoring and maintenance is easier when the code is just a 'shallow soup' of 'functions and structs', makes it much easier to move things around in the code base, or extracting code into helper functions.

Structuring the code around classes often introduces too much rigidness (at least IME) - same with too strong typing btw: Great to enforce correctness, bad for malleability when requirements change.

=> More informations about this toot | More toots from floooh@mastodon.gamedev.place

Written by Peter Sommerlad on 2025-01-06 at 18:27

@floooh @sickeroni

C++ templates and auto allow strong tying without rigidity.

[#]KlugscheissereiAmAbend

=> More informations about this toot | More toots from PeterSommerlad@mastodon.social

Proxy Information
Original URL
gemini://mastogem.picasoft.net/thread/113781316801891442
Status Code
Success (20)
Meta
text/gemini
Capsule Response Time
291.045091 milliseconds
Gemini-to-HTML Time
1.223479 milliseconds

This content has been proxied by September (3851b).