• deathmetal27@lemmy.world
    link
    fedilink
    arrow-up
    15
    ·
    6 months ago

    Working in enterprise software development really hammers in the importance of unit tests and integration tests.

    • smeg@feddit.uk
      link
      fedilink
      English
      arrow-up
      3
      ·
      6 months ago

      It seems that obscure bugs are a much bigger deal when the customer is a billion-dollar bank compared to a single player, not that surprising really!

      • polonius-rex@kbin.run
        link
        fedilink
        arrow-up
        5
        ·
        6 months ago

        to be fair, the testing surface is significantly more varied in a game than in the average application

        your average api is probably stateless, and input probably tops out at like 100 lines of json

        a game uses probably like 8gb of memory to store its state

        • smeg@feddit.uk
          link
          fedilink
          English
          arrow-up
          1
          arrow-down
          1
          ·
          6 months ago

          Different industries have different priorities, if the big boss says concentrating on features or releasing sooner is the priority then such is life

          • AnyOldName3@lemmy.world
            link
            fedilink
            arrow-up
            1
            ·
            6 months ago

            It doesn’t necessarily work that way, though. If tests tell you you broke something immediately, you don’t have time to forget how anything works, so identifying the problem and fixing it is much faster. For the kind of minor bug that’s potentially acceptable to launch a game with, if it’s something tests detect, it’s probably easier to fix than it is to determine whether it’s viable to just ignore it. If it’s something tests don’t detect, it’s just as easy to ignore whether it’s because there are no tests or because despite there being tests, none of them cover this situation.

            The games industry is rife with managers doing things that mean developers have a worse time and have the opposite effect to their stated goals. A good example is crunch. It obviously helps to do extra hours right before a launch when there’s the promise of a holiday after the launch to recuperate, but it’s now common for games studios to be in crunch for months and years at a time, despite the evidence being that after a couple of weeks, everyone’s so tired from crunch that they’re less productive than if they worked normal hours.

            Games are complicated, and building something complicated in a mad rush because of an imposed deadline is less effective than taking the time to think things through, and typically ends up failing or taking longer anyway.