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Re:The Cabal: Valve’s Design Process for Creating Half-Life ... by mhh__ on Saturday January 16, 2021 @06:20PM (#25806484)
Testing things like that is a little weird - they're inherently fuzzy, so even if you compare to a ground truth like a serious MBS package you're spending needless FLOPS on accuracy no-one will notice.

I guess if you are able to formulate the problem as a state machine, you could use something like bounded model checking to ensure it doesn't blow up, but the problems there are twofold: Firstly, that's way too complicated and brittle for a game codebase, and secondly your average game developer probably doesn't even know what it is to begin with.

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