Forum Discussion
The 'few lines of code' have to do all possible combinations (how long will that take with 10 digits?).
The 'few lines of code' then have to monitor the results.
The 'few lines of code' have to be able to record any errors.
The 'few lines of code' then have to identify the cause of errors.
The 'few lines of code' must also be validated and approved before use.
My point is, even a 'simple test' is not always as simple as it may seem and takes time and money.
People seem to think these devs write code like i wrote basic on my zx80 in the 1980s lol.
These guys have a myriad of tools to use and test and every one of the machines runs on x86 architecture!
Its not like they have to use one set of tools for the power pc stuff like Xbox 360 then try port it to the cell.
Devs even told Sony and Microsoft they wanted x86 architecture so it was easier to make the games for PS4 and Xbox one in conjunction with pc…….what the hell happened?
- 4 years ago
@emerson1975 wrote:People seem to think these devs write code like i wrote basic on my zx80 in the 1980s lol.
These guys have a myriad of tools to use and test and every one of the machines runs on x86 architecture!
Its not like they have to use one set of tools for the power pc stuff like Xbox 360 then try port it to the cell.
Devs even told Sony and Microsoft they wanted x86 architecture so it was easier to make the games for PS4 and Xbox one in conjunction with pc…….what the hell happened?
Well compared to Basic, (or assembly which I wrote in) is much easier to troubleshoot than coding nowadays. Those were very linear and while a pain, much easier to troubleshoot. With OOP or DoD programming it's much harder to trace because A doesn't always lead to B.
Everyone here suddenly has become a virtual programmer overnight. If it was so easy companies would be pumping games and sequels much faster.