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Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

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Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#161

I think Casey is currently the most informed person to make a series of books or articles summarizing the history of SW Engineering, all the lessons learned and forgotten, and all the good stuff that was published and still hasn't gained traction in the practice

The trouble is, his knowledge covers just a slice of it. He won't talk about stuff like functional programming for instance

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#162

Earlier quoted context omitted.

Sure, but the biggest reason to direct anybody to these videos is that they should actually make that video game they want to make, not just think about it - and so the fact that Handmade Hero just trails off and doesn't end up producing a finished video game is a problem. The craftsmanship is dubious. I think it's a problem that people assume Casey knows what he's doing when so often he's like "We're doing it live"…

Well Billy Basso was hugely inspired by the Handmade Hero series and went on to make the critically acclaimed Animal Well because of it. That's enough of a win for that series in my eyes.

Animal Well is a great game, there's a lot in there and I appreciate it when a game is deep rather than big but I don't see much connection there. Maybe it's like how "Maze: Solve The World's Most Challenging Puzzle" (a book I disliked immensely) inspired Tonda Ros to make "Blue Prince" a game which I enjoyed tremendously.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#163
post #50

Earlier quoted context omitted.

He mostly evangelizes non-pessimal software. He advocates that your program should only be a small factor like 3x slower than the hypothetical optimum - instead of 10000x slower as today's software often is. He compared Visual C++ 6's debugger on hardware from the time to current Visual Studio's debugger on current hardware, and found the former much faster when performing the exact same tasks on the exact same proje…

> He compared Visual C++ 6's debugger on hardware from the time to current Visual Studio's debugger on current hardware, and found the former much faster when performing the exact same tasks on the exact same project file and code files. this shouldn't be right, wtf

https://www.youtube.com/watch?v=GC-0tCy4P1U at 21:30 for modern Visual Studio and then 35:51 for Windows XP era Visual Studio.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#164

Earlier quoted context omitted.

First I think I'd want to see you identify a superior algorithm known when Doom shipped and then we can have that discussion about who's credentials should be disqualified.

I never made claims to be any kind of game programmer, but sure. Fine, as I recall, Doom data assets are searched linearly whenever they need to pull new data. So if you switch to the chainsaw, and need to rev, the game does a linear scan of all graphics, maps, and sounds looking for the vroom noise. There are many different data structures that could perform this lookup faster. These have been known since the earlie…

You probably have a point on linear search for assets (I haven't checked but I've assumed you're right about how it works in the released source)

There are some tradeoffs here, my instinct would be to bring hash tables into play and that's perhaps a mistake because it means you're doing fewer reads but more arithmetic and on some hardware that's a bad trade. But "linear search" is only the simplest and probably not the smartest option.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#165

What I don't understand with both Muratori/Blow is that they seem to be incredulous that someone wouldn't just make software high quality and fast for the sake of it Like they can't comprehend the fact that these things only happen if there is an incentive for it I think its because they work in games where there is a business incentive for performance, users care a lot if framerate suffers in a game They are so used…

I mean, it’s a thing in pretty much all lower level software that you want it to be fast. I guarantee you postgres and redis are trying to optimize the software to the cycle, because wasted cycles are wasted for all their users.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#166

Earlier quoted context omitted.

> My guess is that your ASM is inflected by structured programming everywhere. I think you're probably right. To expand on this: In asm, you can have things that are clearly functions. You have a stack discipline going in and out of them. They end with stack cleanup, then a RET or some such, which pops the return address off of the stack and jumps to it. Within that function, you have JMP instructions (or whatever) t…

I have no idea what the parent meant by, "My guess is that your ASM is inflected by structured programming everywhere." (I am the GP) Your response was far better than mine. If those instructions were executed more than a couple of times and the constraints/assertions were identical, I'd absolutely throw them in a function. I'll handle what I need to before/after the function. I would never branch to some coincidenta…

By "inflected by..." I'm suggesting that Structured Programming has altered how you write assembler even though of course assembler doesn't inherently provide that structure.

When you need to do X here and there, you write code to X and then you call it where it was useful - you don't have code in one function just jump to a label in a completely different function because, in this era where structured programming is taken for granted - that seems crazy. And it is, but only the same way that chattel slavery seems crazy today, in the Antebellum South it was just usual and likewise in 1950s computer software just jumping into unrelated code was normal.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#167
post #50

Earlier quoted context omitted.

He mostly evangelizes non-pessimal software. He advocates that your program should only be a small factor like 3x slower than the hypothetical optimum - instead of 10000x slower as today's software often is. He compared Visual C++ 6's debugger on hardware from the time to current Visual Studio's debugger on current hardware, and found the former much faster when performing the exact same tasks on the exact same proje…

> He compared Visual C++ 6's debugger on hardware from the time to current Visual Studio's debugger on current hardware, and found the former much faster when performing the exact same tasks on the exact same project file and code files. this shouldn't be right, wtf

Yes, it really shouldn’t, and so Casey goes to great and careful lengths to fully evidence these results. This is a nuance that’s easy to miss in evangelizing “Casey Muratori content” to others. It’s easy to gloss “abjectly unacceptable performance” as “bad performance”.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#168

Earlier quoted context omitted.

> The problem is knowing what to measure. This can be a problem, but much less so because so often we're doing "easy mode" where we don't need a proxy. The "it ceases to be a good measure" is because you're measuring a proxy. You wanted to deliver happiness, you measured wealth because it was easier to measure but seemed correlated and now you've got rich miserable people, oops. But software engineers can often measu…

With a few caveats, though they do tend to get fixed over time. For example, frame rate. Higher frame rate is better, the end, right? Wellll... Latency and hitching are annoying to measure, so for a long time, they were pretty much ignored. That has improved and hopefully will continue to improve. There is the bufferbloat initiative, gaming magazines take frame time histograms now, input devices and screens commonly…

Yeah, frame stutter is definitely one of the cases where somebody may end up targeting a proxy and that saying about targets happens as expected. A game which typically hits 50-60fps but has occasional half second stutters may not fix the stutters if your proxy was "time to render 100 frames" and you throw out outliers - since every stutter will be an outlier.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#169

Earlier quoted context omitted.

agree regarding primagen but I don’t think that’s a good comparison at all

Casey is a frequent guest on his shows. It's hard to not conflate the two.

Prime is an entertainer first and foremost. He talks with confidence, even when he doesn’t know what he’s talking about - which is very often.

Casey is far more measured, careful and accurate. Casey feels like an engineering educator first, who happens to make YouTube videos. I don’t always agree with Casey’s technical opinions, but he seems like a thoughtful guy who thinks things through.

Re: Casey Muratori – The Root of the Root of All Evil – BSC 2026 [video]

#170

What I don't understand with both Muratori/Blow is that they seem to be incredulous that someone wouldn't just make software high quality and fast for the sake of it Like they can't comprehend the fact that these things only happen if there is an incentive for it I think its because they work in games where there is a business incentive for performance, users care a lot if framerate suffers in a game They are so used…

Setting aside incentives – because I think that's very fair to push back on, we should strive for better craft...

I find Blow in particular a bit naive when it comes to the complexity of modern non-game software. Games are very complex, but Blow puts them on a pedestal separate from other software, as if a web backend can't be as complex. He calls software slow while simultaneously ignoring most of the functionality.

He's essentially never had to deal with distributed systems, or anything that allows multiple users to use the same system, with all the performance and anti-abuse issues that come with that.

His opinions about game development are insightful, and his thoughts on craft can be quite inspiring, but I think he could benefit from a stint on a (good) big tech server team to see some of the things he's currently missing.

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