No, because when software "engineers" are told to build a bridge, two weeks before the bridge is set to open, the dependencies change because they found out no one was using the bridge, so now it's a train bridge. Also…
The only time this information is really helpful is if you care about optimization. If most of the data you deal with is within 1000 items, or there's no time/hardware constraint, then this isn't super helpful. But if…
Ah, I remember my first live game, where you think we'll just crunch for this release, it'll be fine. Then the next release comes and because you were crunching on the other it comes out half baked, so you crunch again…
I got to say, reading the comments as someone who currently works in games, I don't understand why people think there's such a divide. Game development at this point is really not that different from other development.…
No, because when software "engineers" are told to build a bridge, two weeks before the bridge is set to open, the dependencies change because they found out no one was using the bridge, so now it's a train bridge. Also…
The only time this information is really helpful is if you care about optimization. If most of the data you deal with is within 1000 items, or there's no time/hardware constraint, then this isn't super helpful. But if…
Ah, I remember my first live game, where you think we'll just crunch for this release, it'll be fine. Then the next release comes and because you were crunching on the other it comes out half baked, so you crunch again…
I got to say, reading the comments as someone who currently works in games, I don't understand why people think there's such a divide. Game development at this point is really not that different from other development.…