Michael Abrash on Games Programming
An anonymous reader sent in an awesome article by Michael Abrash (If you don't know, I'm not telling). Tons of great bits in there, advice, anecdotes etc. Definitely worth a read if you are
either a programmer, or a game fan.
I have no idea if I explained that like I wanted to. But I know what I meant.
www.HearMySoulSpeak.com
There's a similar sentiment in the hacker community I have witnessed in open source projects. I've participated in a few, and I inevitably get blank stares when I ask for an SRS or architecture document so my components blend well and extend the current structure elegantly. Nevermind when I ask where in the source tree to drop my UML diagrams. I just ask that for kicks nowadays :)
In the business world, no one gets paid to write code. We get paid to ship software, and I've found that regardless of their attitude coming into the project, everyone is delighted when we ship a solid product on time and within budget. It's so rare a thing in this industry that coders get simply giddy at the thought of telling their friends they actually did it.
From my experience, a realistic estimation and budgeting system and thorough engineering process is the number one most effective perk in terms of retaining happy programmers.
-- ShadyG
Nerd Rock In Progress
This paragraph made me smile.
Aim high, think big. Right now is a particularly good time for ambitious game programming, because so much more is possible now than ever before, thanks to CPU performance and 3D accelerators.
You know -- that's as opposed to five years ago when CPU performance was at its lowest in over ten years.
I mean, you know, I dig the point and all, but won't it always be a good time for ambitious game programming?
-- dR.fuZZo