Kid Tripp - Switch dev blog: part 3

Programmers often have choices to make, particularly when there is limited time to implement a feature. They can choose to ignore the time constraint and 'do the job right' or they can save time and 'do the job wrong'. Right and wrong aren't really the best terms to use, no code that achieves the required output can be considered 'wrong', just not optimal, or inflexible. nagGame unfortunately carries a lot of technical debt. It evolved from mixEngine which I originally created when I first converted the Digger Dan DSiWare source code to run on 3DS. I managed to extract the engine functionality from the original source, but I didn't do a great job of the architecture of that engine. To make matters worse, when I made the engine work with on the PC for rapid development, I didn't fix any of the architecture issues, I just piled more problems on top. This is what is known as Technical Debt. You borrow time from the future in the hope that you never have to pay it back, but when you do, you pay it back with interest!

Full blog here




from GoNintendo

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