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About StubbornDuck

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  1. StubbornDuck

    Hours per week

    Depends on how motivated I feel at work - sometimes I just do 40 h weeks, but more often 70-90 h weeks (if it's a lot to do and I enjoy it). Glad I have the option to choose and most often enjoy my job. Should be noted I write middleware, though it has happened I've been working directly with game projects using our middleware. When not doing lengthy weeks I tend to work on hobby projects (including electronics to keep away from purely doing programming for variation).
  2. StubbornDuck

    Forcing Code To Work !

      Wouldn't expect PHP to pertain to standard logics   As for the premise of this article - getting something to work though ugly can be a good or bad thing. You need to find a balance where it actually helps laying the foundations for a more solid solution rather than leading to redundant work or bad code. Some programmers with a "fix it later" attitude take it as an excuse for poor code and end up causing more work than necessary because their code must always be rewritten by someone else who could have written it properly immediately in the first place in similar time.   Of course, there are occasions where throwaway/"write only" code is acceptable (usually in leaf parts of a system). Still, not doing your worst pays off due to how much easier bugs become to find.
  3. StubbornDuck

    The build-up of WTF code due to shortcuts (team members)

    Hello again, sorry for replying late, it's been a laborous week at work..   All good suggestions I think. I guess the key is to actually talk to people and be specific about what the problem is, rather than mention it in passing without them really understanding what I'm hinting at. I'm a conflict avoidant person so I tend to say e.g. "someone inverted dependencies here" rather than "you inverted dependencies here, let's discuss it"; in the fomer case I'm sort of naively assuming they will understand the problem despite me being vague about it. Anyway, I can force myself to arrange small sessions to go it through with them so that's what I'll do I guess.   I will consider writing a dependency visualizer just for fun, or possibly just google one up for the language we're using. Perhaps it could also be integrated (in the long run) into precommit hooks so that inverted dependencies trigger commit failure *evil grin*
  4.   I was completely unaware of this kind of stuff until I entered university, so I suspect it will cover a blank hole for many self-taught programmers (and I'm sure you'll agree with me the subject is hugely important). I wrote more than a couple of bubble sorts in my earlier years due to ignorance :)
  5. StubbornDuck

    The build-up of WTF code due to shortcuts (team members)

    Peer I suppose. We have a very flat organization, by the way.   There are better developers than me around here but in this particular project I've gotten the "quick fixers" Not that I define people who are capable of quickly getting bugs fixed as incompetent either, it's just a problem when they lack insight into software design and are assigned to continuous development on a project. Maybe our organization is at fault here since it gives them complete freedom to mess things up, but I'd rather not go the route of restricting freedom if possible.   The problems are under control but I suspect delivery would be a lot less painful if misdesigned code that needs to be rewritten immediately wasn't added to the codebase to start with.
  6. Currently I'm thinking about how to approach the delicate matter of some colleagues completing tasks and solving bugs in the most straightforward obvious way possible, slowly resulting in the growth of very WTFish code. Typical example: Someone wants to add a feature in a core module, and then does so while inverting dependencies, resulting in "core" module depending on other modules rather than the other way around.   Now, it's quite clear I can't keep it up rewriting bad quality code being inserted in various places by people, so how would I go about educating them to think before they write a "solution" for something? Individual talks on spot? Weekly group talks? Ask them to read a book on software design?
  7. StubbornDuck

    How hard is AI

    You should be fine if you're taking (and passing) other CS courses really. Additionally, AI can be quite fun to work with, which helps. You feel like you're god when you watch something come alive on its own, even if it's just doing some text output. :)
  8. StubbornDuck

    So... I think I quit game development :(

    Developing games is very different from playing games, because one enjoys the later won't mean the former is enjoyable. It's something anybody wanting to get started in game development needs to consider, I think. But if you don't try it you won't necessarily know - looks like you did and found it wasn't for you, so you really haven't lost anything; rather you gained insight. :)
  9.   Agreed. For instance, I designed my first circuit board recently. Routing connections on several layers between electrical components is more of an art than anything else (though some logicial constraints apply and have to be watched out for all the time). Coincidentally I felt it's something I will not want to do again, because a less technical person could just as well do it in their less expensive time. It's like how I'm not comfortable spending time coding (simple) websites or user interfaces.
  10. I'm a software developer, yet I'm teaching myself electrical engineering atm. Programming certainly comes closer to art IMO but not by much. Comparing it too much to writing ignores the logical thinking required with programming, I think.   But yes, it's possible to write "apps" being completely oblivious to maths and logic, in certain cases.
  11. StubbornDuck

    Cost of a freelance games programmer?

      I assume you're thinking of the US? You can probably find some guy in Asia that does the same thing for 10% of that, with more than a couple of potential issues though. (Not skill-wise, but communication/culture-wise particularly.)   That said, until the OP specifically states what platform he needs his game to run on and how much initiative is required by the programmer, it's kind of impossible to give an accurate answer. If you can give a programmer small verifiable atomic tasks it will require much less on the programmer's behalf than a large complex task, particularly if it is to be carried out independently.
  12. StubbornDuck

    Cost of a freelance games programmer?

    Depending on how desperate said person is, (perceived) skill level, and other things, it varies from 0 to full software engineer figures for your area. You can assemble teams very cheap on the Internet these days, managing them on the other hand... Also, the better you pay, the less problems you will get, generally. Paying people below what they need to sustain themselves is not recommended.   Don't think this is the best subforum by the way, and you will get more accurate figures if you can specify more closely what the game programming task is, as well.
  13. StubbornDuck

    Is hacky code allowed in industry?

    Depends on where you work entirely, and the general stress level. Good programmers would rather fix stuff like that properly, but management and/or reality may disagree about that priority.         Agree on this one, if I can't immediately see a clean solution I may start out with a hacky one and then refactor it later once it becomes clear exactly how the related code meshes together. (Or I don't even start implementing it until analyzing it further. Starting to code when you don't know what you're doing is a major time waster.)
  14. StubbornDuck

    How to divide work for a team of beginners?

    If you had not started it yet, I would have advised you to wait with leading a team and at most join one. Now since you've already started it I recommend going ahead and carrying it through to the best of your ability. That way you will learn as much as possible out of this. I won't comment on the chance of achieving what you set out to do; it's the experience that matters at this point. Many new programmers (my own field, thus the role I feel comfortable discussing) lack team experience, and this is the sort of thing that rectifies that.
  15. Easiest would probably be Unity if you want to make games. It's the most popular engine for mobile games without a doubt, and it allows you to stay ultra cross-platform.   I used other frameworks like e.g. Corona for a long time, but honestly you can do much more in Unity. C# is a nicer language than Corona's Lua IMO (as Lua lacks static typing meaning you really need a good test framework when writing larger applications to avoid spelling mistakes costing you shitloads of time, and back when I last used Corona it didn't have a test framework, lol).   You want to avoid C++ on mobiles due to the diversity of underlying hardware... C++ and native precompiled code works well on PCs due to the dominant status of the x86/x64 architecture. On mobile that boxes you in, and with the JIT and static compilers that Unity offers your games will likely be performant enough anyway. If you for some reason need to do low level optimization in C++ you can still do that with Unity in the pro edition, but I never needed it.
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