We can't just fix it (Criticism)

by FyreWulff, Sunday, January 21, 2018, 20:31 (2258 days ago) @ Cody Miller
edited by FyreWulff, Sunday, January 21, 2018, 20:40

https://twitter.com/cgbarrett/status/955116457863520256

I'm not judging, but I am incredibly fascinated to know why deleting multiple shaders at once is a huge technical challenge. I am genuinely curious.

Because sometimes some things are just in the UI code. Some other things can be inherent to the inventory system. Some things can be tied up in both, and changing code that touches both requires more testing to make sure you didn't break something else.

It always depends on how something is set up in any particular engine, how many parts of the engine it touches, and it's triage level in the queue compared to other bugs (so as annoying as deleting single shaders is, for example, a Patrol fix that fixes a player being trapped and losing all dropped engrams in a Lost Sector would be of higher priority since shader deletion is not a showstopper).

I imagine the explanation will contain all of these elements. Source: have worked on games. It's fun, kinda?


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