I'm sure many of you read "Stevey's Blog Rants", but if not, there is a piece that relates to roguelike development (especially to the cases of "I'm writing my game for 10 years now"). Enjoy!
On 12 Feb, 10:37, Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl> wrote:
> I'm sure many of you read "Stevey's Blog Rants", but if not, > there is a piece that relates to roguelike development (especially > to the cases of "I'm writing my game for 10 years now"). Enjoy!
Ulf Åström wrote: > On 12 Feb, 10:37, Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl> > wrote: >> I'm sure many of you read "Stevey's Blog Rants", but if not, >> there is a piece that relates to roguelike development (especially >> to the cases of "I'm writing my game for 10 years now"). Enjoy! >> http://steve-yegge.blogspot.com/2008/02/portrait-of-n00b.html > I'm not sure how this relates to roguelikes, really. Most RL source > I've seen appears to be without comments entirely. > The "I'm a veteran so I don't need to comment" argument is just silly; > code should be commented, but in a sane way.
Indeed, that point is rather moot. For me the important part is the fact that data modelling *is* addictive. It may be needed or may not, but once you start doing it, it sometimes becomes very hard to stop. I know, I spent several years of my "development" on this. Of course, it depends on your personality and will.
-- Radomir `The Sheep' Dopieralski <http://sheep.art.pl> Beauty is the ultimate defense against complexity. -– David Gelernter
> Ulf Åström wrote: > > On 12 Feb, 10:37, Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl> > > wrote: > >> I'm sure many of you read "Stevey's Blog Rants", but if not, > >> there is a piece that relates to roguelike development (especially > >> to the cases of "I'm writing my game for 10 years now"). Enjoy! > >>http://steve-yegge.blogspot.com/2008/02/portrait-of-n00b.html > > I'm not sure how this relates to roguelikes, really. Most RL source > > I've seen appears to be without comments entirely. > > The "I'm a veteran so I don't need to comment" argument is just silly; > > code should be commented, but in a sane way. > Indeed, that point is rather moot. For me the important part is the fact > that data modelling *is* addictive. It may be needed or may not, but once > you start doing it, it sometimes becomes very hard to stop. I know, > I spent several years of my "development" on this. Of course, it depends > on your personality and will.
It doesn't have to be about picking either extreme. It's possible to write a *game* and still think one step ahead - the danger is always trying to think ten steps ahead and never get past the "engine stage".
> Yea that's a good read; Better than some of his other recent writing.
> -Ido.
What? The Elisp primer was a excellent Lisp introduction and "Code's Worst Enemy" was just his best post ever. What you mean saying "Better than some of his other recent writing"
On 12 helmi, 11:37, Radomir 'The Sheep' Dopieralski
<n...@sheep.art.pl> wrote: > there is a piece that relates to roguelike development (especially > to the cases of "I'm writing my game for 10 years now"). Enjoy!
I didn't get the part about commenting. I have had always the same kind of style in commenting, which is explaining the source code in couple of comment lines, like this: http://koti.mbnet.fi/paulkp/temp/vck2.gif
btw, that Stevey's recent source code is pretty unreadable. He just can't seem to get it right:)
In article <cedecaf8-846a-47b9-a861-d5136da22c83 @e6g2000prf.googlegroups.com>, pau...@mbnet.fi says...
> On 12 helmi, 11:37, Radomir 'The Sheep' Dopieralski > <n...@sheep.art.pl> wrote: > > there is a piece that relates to roguelike development (especially > > to the cases of "I'm writing my game for 10 years now"). Enjoy!
> I didn't get the part about commenting. I have had always the > same kind of style in commenting, which is explaining the source > code in couple of comment lines, like this: > http://koti.mbnet.fi/paulkp/temp/vck2.gif
And my commenting style is much like yours.
A pretty silly article, in my view. He makes up extreme caricatures to argue with and insult, and despite all the wind I find it hard to see much actual content.
On Feb 12, 1:16 pm, agnas <gustav...@gmail.com> wrote:
> What? The Elisp primer was a excellent Lisp introduction and "Code's > Worst Enemy" was just his best post ever. > What you mean saying "Better than some of his other recent writing"
I mean I used to read anything he wrote up to about a year ago, after which (some of) his articles became much less interesting to me. This is one of the recent ones I have found interesting (as well as "Code's Worst Enemy").
I find myself completely agreeing with everything he said about comments.
My personal philosophy: If I can't fit an algorithm/function in one screen-full, I'm doing something wrong.
This leads to code I can understand at a glance three years later, but which other people find completely incomprehensible (especially because I always use the same space saving macros, to the point that I pretend they're part of the language).
not...@gmail.com wrote: >This leads to code I can understand at a glance three years later, but >which other people find completely incomprehensible
Remind me never to hire you or join a team you work on. -- \_\/_/ some girls wander by mistake into the mess that scalpels make \ / are you the teachers of my heart? we teach old hearts to break \/ --- Leonard Cohen, "Teachers"
> This leads to code I can understand at a glance three years later, but > which other people find completely incomprehensible (especially > because I always use the same space saving macros, to the point that I > pretend they're part of the language).
Does this actually work? Have you looked at any three year old code of your recently, and just thought "a-ha!"?