Thursday, 22 September 2011

Engine thoughts

When I was looking at Teemu's current structure and the increasing number of data-driven classes I realized that I was going in the same direction as with Kaduria: trying to create a better more flexible engine. It's not a bad thing if you are looking for that kind of way, but it got me thinking. Do I really want to go that way again? Maybe not! It could be just better use not-so-perfect source code to produce the result I want.

Well it doesn't mean there is something wrong with the code quality. Nope. My goal with Teemu and all other projects is zero bug quality. It's just less engine and more "hacks" which means something like checking the player id in Creature class and choosing different action based on that, or checking visibility of actions in different ways to show different messages. In other words not using one core solution for all problems. For me it means "breaking" the engine, for some people it may be the usual way to do things.

1 comment:

Darren Grey said...

Yeah, I think for a lot of people this is simply how to Get Things Done. Engine fiddling can take a lot of time and ultimately might break more things than it helps fix. But ah, the lure of perfect code is so hard to resist... :(