Spyke
sopuli.xyz

c'mon man, you forgot to call .EnableUltraWideSupport()

86

Whoa, you can't trust people with that code. You gotta put in a few rootkits and drm to stop filthy pirates and cheats.

74

Should really start practicing dependency injection, so you can create any kind of gameplay you want easily!

7

Weirdly they often forget to use .EnableCrossplay() and then complain about it being "hard to implement".

54

You have to take into account that a big company game is going to by much harder to implement than just a small hobby team game simply because of all the people involved.

What can 5 people do in a year may take more for 500 people, just because of the management overhead. And if that management sucks, it will end up doing way more things it was required to do, yet the original request will not be done well.

10
voxelreply
sopuli.xyz

well if a game heavily relie s on steam networking stack crossplay may be close to impressiblr to implement without ripping the whole stack out

6

I don’t know, at least ‘SetPerformance()’ could throw an argument out of bounds exception.

2
lemmy.world

Yep, easy as that, just that each method takes months.

22

Yeah, that part is a bit iffy, but managers and product owners will believe it.

2
lemmy.world

EnableSpatialAudio()

I thought most games nowadays don't do any of that, because you can save that CPU time for a little big more frames.

8

This code is going to make me have a stroke. What language is this? Why does the game object have an internal bug tracker implementation? Does the game force itself into wishlists? If yes, why stop at 7000?

I know I shouldn’t get so mad at a random internet joke but this one makes me twitchy.

1

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Gamedev is Easy | Spyke