• @[email protected]
    link
    fedilink
    186 months ago

    When I read this kind of stories about game dev where unit tests are very optional, I don’t really regret not working in this industry, especially now with all the layoffs.

    • @[email protected]
      link
      fedilink
      156 months ago

      Working in enterprise software development really hammers in the importance of unit tests and integration tests.

      • @[email protected]
        link
        fedilink
        English
        36 months ago

        It seems that obscure bugs are a much bigger deal when the customer is a billion-dollar bank compared to a single player, not that surprising really!

        • polonius-rex
          link
          fedilink
          56 months ago

          to be fair, the testing surface is significantly more varied in a game than in the average application

          your average api is probably stateless, and input probably tops out at like 100 lines of json

          a game uses probably like 8gb of memory to store its state

          • @[email protected]
            link
            fedilink
            English
            06 months ago

            Different industries have different priorities, if the big boss says concentrating on features or releasing sooner is the priority then such is life

            • AnyOldName3
              link
              fedilink
              26 months ago

              It doesn’t necessarily work that way, though. If tests tell you you broke something immediately, you don’t have time to forget how anything works, so identifying the problem and fixing it is much faster. For the kind of minor bug that’s potentially acceptable to launch a game with, if it’s something tests detect, it’s probably easier to fix than it is to determine whether it’s viable to just ignore it. If it’s something tests don’t detect, it’s just as easy to ignore whether it’s because there are no tests or because despite there being tests, none of them cover this situation.

              The games industry is rife with managers doing things that mean developers have a worse time and have the opposite effect to their stated goals. A good example is crunch. It obviously helps to do extra hours right before a launch when there’s the promise of a holiday after the launch to recuperate, but it’s now common for games studios to be in crunch for months and years at a time, despite the evidence being that after a couple of weeks, everyone’s so tired from crunch that they’re less productive than if they worked normal hours.

              Games are complicated, and building something complicated in a mad rush because of an imposed deadline is less effective than taking the time to think things through, and typically ends up failing or taking longer anyway.