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#ActualRadikalizm

Posted 07 October 2012 - 06:57 PM

It's not about single unfixable pieces of code, bugs can always be fixed one way or another (if they can't there's something wrong with your design), but when a project grows and starts to get more and more complex the potential for bugs to creep in grows as well.
Now let it be so that game engines themselves are incredibly complex pieces of software which have to process loads of data coming from different sources and all in different formats made by different authors, all of that preferably at a very high speed as well. Now also let it be so that there's no way of knowing whether you've actually found all bugs in a piece of software like that. Of course, there are approaches in software development which tend to aggressively test and check for bugs (like extreme programming), but these might not be feasible when working with time constraints and still do not guarantee that you'll find all bugs in your code.

You can be sure of the fact that all the major commercial AAA engines have bugs in them, some more critical than others. It's up to the developers and maybe testers (like when it comes to games) to locate and categorize bugs in software. Then it's just a matter of determining what is acceptable for release and what isn't, and eliminating the bugs which are deemed non-acceptable.

EDIT:

Here's a fitting quote:

"Everyone knows that debugging is twice as hard as writing a program in the first place. So if you are as clever as you can be when you write it, how will you ever debug it?"

#1Radikalizm

Posted 07 October 2012 - 06:55 PM

It's not about single unfixable pieces of code, bugs can always be fixed one way or another (if they can't there's something wrong with your design), but when a project grows and starts to get more and more complex the potential for bugs to creep in grows as well.
Now let it be so that game engines themselves are incredibly complex pieces of software which have to process loads of data coming from different sources and all in different formats made by different authors, all of that preferably at a very high speed as well. Now also let it be so that there's no way of knowing whether you've actually found all bugs in a piece of software like that. Of course, there are approaches in software development which tend to aggressively test and check for bugs (like extreme programming), but these might not be feasible when working with time constraints and still do not guarantee that you'll find all bugs in your code.

You can be sure of the fact that all the major commercial AAA engines have bugs in them, some more critical than others. It's up to the developers and maybe testers (like when it comes to games) to locate and categorize bugs in software. Then it's just a matter of determining what is acceptable for release and what isn't, and eliminating the bugs which are deemed non-acceptable.

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