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Re:Thirteen Years of Bad Game Code by retox on Friday March 31, 2017 @03:25AM (#14001796)
If you think of patterns and frameworks as tools, when you're a beginner the only way to master and ultimately discover the limitations of those tools is to use them everyday.
Re:Thirteen Years of Bad Game Code by coldtea on Friday March 31, 2017 @06:22AM (#14002456)
Patterns maybe, but you shouldn't think of frameworks as tools.

In the sense of tools in the real world (like hammers, etc) which are fundamental and basic to the task, used by everybody in the profession, and have staying power.

Frameworks on the other hand, are just some code some random guy (or random community) put together. Some are just awfully coded, despite their popularity. They are frequently rewritten. And they get out of fashion every few years.

Re:Thirteen Years of Bad Game Code by retox on Friday March 31, 2017 @09:01AM (#14003235)
I get where you're coming from, it wasn't a particularly good metaphor I put forward. I would argue that there's some legitimacy in claiming that frameworks are just prepackaged collections of tools.

It's funny you mentioned hammers actually, the movie playing in my head when I was writing that post was of a neophyte hammering nails in all day, struggling to remove nails with some contraption, eventually deciding that there must be a better way to remove nails and inventing the hammer with nail extractor head.

Re:Thirteen Years of Bad Game Code by AstralStorm on Friday March 31, 2017 @03:44AM (#14001859)
However you shouldn't release a training prototype. Artists do not release sketches. Architects do not sell concept drawings.
Re:Thirteen Years of Bad Game Code by coldtea on Friday March 31, 2017 @06:22AM (#14002458)
Actually artists do both of those things.

And some artists even specialize in sketches and concept drawings.

Re:Thirteen Years of Bad Game Code by cestith on Friday March 31, 2017 @02:40PM (#14006735)
Sometimes professional graphic designers end up selling one of their concept pieces to a customer with a request of "no changes". Sometimes it's even the one the designer least liked and produced as number six of the minimum four concepts just to show the customer more options.
Re:Thirteen Years of Bad Game Code by TeMPOraL on Friday March 31, 2017 @04:40AM (#14002048)
You'd be surprised.

(Looks at the artbook from collectioner's edition of StarCraft 2.)