You are viewing a single comment's thread:

RE: Another "Finally"...

Yeah, when you have thousands of line of code, figuring out snippets seems a bit tedious. Do you use debuggers to play pause and see what every line does?

0.00005489 BEE
1 comments

[@PowerPaul:] I am not exactly sure what you mean with "EVERY line of code". My tactic is to keep the code human readable. Naming stuff obvious, integrating comments and logs which I can toggle to see until where or how the command chain runs. With the logs I can see pretty good until which line the code runs, what got triggered and so on. So with this I don't see the progress of every line, but pretty good which parts got triggered or until where - depending where I integrate me log messages. Is this the answer you looked for? But unrelated to this logging, it is still a big bunch of code... And unrelated of how good I name all things, there is always something I have to remember/search when I get back to this or that part of code. Especially something which is related to or depending on.

Some days ago someone asked/said something like: "I don't understand anything about coding or game making, but I mean Bro Bang is a simple thing and ..." that's the point where I need a second to get back to traction within the dialogue lol. Bro Bang looks like a small game, but there are many things, very compressed into a small space. For example in the main game no car, boat or airplane in combination with the racing obstacles/water/air/whatever (which looks bigger) uses this much code than this Bro Bang machine & related stuff... So there is really a lot of things/code, compressed in this obvious small space in Bro Bang, yes. I don't have 50 games to compare, but when I compare it with the main game or other small things I did for me in the past, Bro bang is pretty much packed...

0.00019754 BEE