Re:Why bad scientific code beats code following “best practi...
by ben_jones on Sunday August 28, 2016 @06:12PM
(#12378790)
They're allowed to do it because of the emphasis on "shipping" and the complete lack of "maintaining" that they have to do afterwards. Most games on release are complete shit for a reason, with very few modern exceptions. Hell it isn't uncommon for a studio to outsource ports and expansions. Making their code someone else's problem is not something non software devs should aspire to.
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Re:Why bad scientific code beats code following “best practi...
by vvanders on Sunday August 28, 2016 @06:22PM
(#12378827)
Except there's these things called game "engines" that have can have lifecycles of 10+ years(Unreal and ID comes to mind).