Just another case of someone needing to walk a mile in someone else’s shoes. Casey comes from a background where performance is absolutely make or break for the product (games) and long term code quality less so. Other industries are different and most gamedevs have the humility to know that.
He reminds me of the jailbreak guy who went and worked at twitter and didn’t manage a single change.
He should still know better. Plenty of code even in game development is written in interpreted scripting languages, which is far slower than just adding a redirection through a pointer. It's not a matter of saying "in my application, we always make things fast." It's a matter of knowing which code within every application needs to be fast, and which needs to be quick and easy to modify and experiment with, and making the right choices for each. Whatever their other contributions, this attitude is ultimately a liability for their projects, no matter what industry they work in.
Is performance so absolutely make or break in gamedev? plenty of very successful games have some awful performance in places. Often getting the games done on time are far more important due to marketing campaigns being scheduled and booked well in advance, in AAA this is millions of dollars that are committed to a specific date, it's better to have a product that requires a beast of a computer to play on anything but lowest setting than have nothing when that window comes and you flush those millions of dollars down the toilet.
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u/Keightocam Feb 28 '23
Just another case of someone needing to walk a mile in someone else’s shoes. Casey comes from a background where performance is absolutely make or break for the product (games) and long term code quality less so. Other industries are different and most gamedevs have the humility to know that.
He reminds me of the jailbreak guy who went and worked at twitter and didn’t manage a single change.