Well, both of you are correct imo.
Yes I prefer having to double click on the error in the IDE and have the cursor positioned on the correct line on the correct source code... except sometimes the indicated error has nothing to do with the actual problem.
In practice, on non trivial projects involving many developers, libraries, inherited property sheets and complicated solution files, it is quite common that the error is due to something included before something else, or somebody changing an inherited parameter somewhere else in the code base.
So yes in the end you have an error somewhere, but the cause of the error is not necessarily located there and may be very difficult to find.
That's simple.
If you compare today's game with games of the past that were using sprites, we have now less interactive things than before.
Take CRPG's for example. In Might&Magic, where the opponents were sprites, you can have to fight with sometimes a hundred of evil creatures. Now in most modern games, you have at most 10 polygonized meshes. Is it progress ?
We definitively need more processing power.
Well, both of you are correct imo. Yes I prefer having to double click on the error in the IDE and have the cursor positioned on the correct line on the correct source code... except sometimes the indicated error has nothing to do with the actual problem. In practice, on non trivial projects involving many developers, libraries, inherited property sheets and complicated solution files, it is quite common that the error is due to something included before something else, or somebody changing an inherited parameter somewhere else in the code base. So yes in the end you have an error somewhere, but the cause of the error is not necessarily located there and may be very difficult to find.
That's simple. If you compare today's game with games of the past that were using sprites, we have now less interactive things than before. Take CRPG's for example. In Might&Magic, where the opponents were sprites, you can have to fight with sometimes a hundred of evil creatures. Now in most modern games, you have at most 10 polygonized meshes. Is it progress ? We definitively need more processing power.