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Re:Porting My JavaScript Game Engine to C for No Reason by make3 on Sunday August 04, 2024 @03:31PM (#41155734)
that's just crazy bs, starting from open source code and adding specific features needed for a project is a very common strategy, doesn't mean at all that the tool wasn't good to begin with
Re:Porting My JavaScript Game Engine to C for No Reason by pdpi on Sunday August 04, 2024 @04:11PM (#41156006)
I think we're in violent agreement.

phoboslab was downplaying their own efforts by saying that the Cross Code team customised the Impact engine a bunch. My point was that no amount of customisation can turn a bad engine into a good one (you can't polish a turd), so phoboslab definitely deserves credit for building the base engine for Cross Code.

Re:Porting My JavaScript Game Engine to C for No Reason by seba_dos1 on Monday August 05, 2024 @02:20PM (#41163879)
> no amount of customisation can turn a bad engine into a good one (you can't polish a turd)

At a risk of being off-topic and not contributing much to this particular conversation (as I doubt it's relevant to the point you're making), I'd like to note that I often actually find it preferable to "polish a turd" than to start from scratch. It's just much easier for my mind to start putting something that already exists into shape than to stop staring at a blank screen, and in turn it can save me a lot of time even if what I end up with is basically a ship of Theseus. Something something ADHD, I guess.

However, I'm perfectly aware this approach makes little sense anywhere you have to fight to justify the need to get rid of stuff that already "works" to your higher-ups ;)

Re:Porting My JavaScript Game Engine to C for No Reason by xtirpation on Sunday August 04, 2024 @04:05PM (#41155967)
I think the point is that Impact is _not_ a turd because it could be polished.