Gameplay Coding vs Systems Programming
GAMEPLAY CODING SYSTEMS PROGRAMMING //function that does things 0 references public void Function(Thing[] things) { foreach (var thing in things) thing.Do(); } //a solution in which one accepts and even //embraces the Absurd and continues to live //in spite of it. Camus endorsed this solution //(notably in his 1947 allegorical novel The Pl... //thus we subtract 1 from x as a magic number y = x - 1;
A split-screen comparison shows simple, readable gameplay code on the left and dense, obscure systems-programming code on the right. The joke is that gameplay programming is presented as a straightforward function that makes things do things, while systems programming is portrayed as intimidating code mixed with philosophical commentary. It is sent as a reaction to the perceived difference between making game features and working on complex low-level systems. EN: A split-screen comparison shows simple, readable gameplay code on the left and dense, obscure systems-programming code on the right. The joke is that gameplay programming is presented as a straightforward function that makes things do things, while systems programming is portrayed as intimidating code mixed with philosophical commentary. It is sent as a reaction to the perceived difference between making game features and working on complex low-level systems.
- @gentoomemes / 2513 2023-02-16
- Type
- image
- Size
- 800×585 · 75.3 KiB
- Mood
- саркастичный, абсурдный
- Language
- en
- Added