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Vladislav Morozov's avatar

Seeing you tell Prime that if the Tower structure just has the animation variables inside, the code would be by a multiple strictly better in all senses really made me feel the damage the current best practices did to my brain by not being nuanced. Not wanting to start watching 1000h+ of Handmade Hero, I'm curious if someone has something like a list of "good practices", that programmers/college graduates can't even start thinking to question, with some real alternatives to start understanging the "tradeoffs" made by default.

Very good case study with the health bar that would definitely benefit almost all the programmers working on new code I would definitely clip and tweet.

Maybe I am very biased on this because you literally decribed what I had to do to my animation system, and my conclusion back then was that animation systems are just difficult because of those things everybody has to do.

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Israel Anthony's avatar

This was a great talk. I would love to hear you talk more about properly executing the prototyping phase for the more complicated type of game. If the concept is something like a modern RPG game with towns, npcs, action combat, questing, and monsters, where do you draw the line and decide you've made enough of a prototype and can confidently switch into performance architecture work?

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