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Ex Valve dev on CS:GO’s codebase

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Re: Ex Valve dev on CS:GO’s codebase

#101
post #34

Earlier quoted context omitted.

A way to tackle this further is to use an analytics tool like CodeScene. You link it with your repo and it shows you what people have knowledge across which parts of code[0]. Then you can identify parts that share too few contributors and encourage people to work on them together. You might also find parts where the knowledge is already lost, since everyone who worked on it already left the company. In that case some…

Fully support those who want to use these tools, just don’t forget they are not a crutch. You can still write hard to work with code and know exactly who the SME is. That doesn’t make the code less difficult to work with, less error prone to change. That can only be solved by design and enforced through discipline.

Absolutely. This only helps to nerf the knowledge loss from teammates leaving the project, nothing more.

Re: Ex Valve dev on CS:GO’s codebase

#102
Offtopic: I was checking his bio: "Entrepreneur at Binomial, open source dev. Previously SpaceX, Valve, and Ensemble Studios/Microsoft. SIBO survivor. From New Jersey. Opinions my own. He/him."

At the end wrote "He/him".

Anyone knows what does this mean and what is this trend? Is this to clearly state your gender and how you identify yourself?

Re: Ex Valve dev on CS:GO’s codebase

#103
post #14

"Also, if you touched the renderer, even in a simple way, and a team later encountered a rendering bug, you would be blamed and have to fix it. Even if the bug had nothing to do with your change. This taught programmers to not change anything unless absolutely necessary." I've seen this effect in code that wasn't nearly this bad, and I've even felt this way... But in the end, I've decided to do it anyhow. The end res…

No unit test ?

In a repo like this, tests can degrade overtime when someone just changes the test asserts to make them pass because they’ve got a deadline to get this out of the door.

It becomes difficult to even know if the test is checking the right thing since you’re completely unfamiliar with the context.

Re: Ex Valve dev on CS:GO’s codebase

#104
post #35

Earlier quoted context omitted.

But the weird thing here is that Source is based on GoldSrc which was based on Quake; apparently, instead of learning from years of experience and building a brand new engine without the baggage, they decided to just keep building on top of the old stuff? I mean to a point I get it, but if some code is unmaintainable, you don't keep trying to fix it, you have to decide to replace it. Valve has no excuse, they make cr…

>Valve has no excuse, they make crazy amounts of money, they can fund the development of a new engine from scratch easily. They just choose not to. It admittedly gets a bit more difficult when these hacks and quirks are part of what create the unique feel of your game engine. People have played CS at such high levels for so long that switching engine at all is likely going to introduce some difference in feeling, eve…

> It admittedly gets a bit more difficult when these hacks and quirks are part of what create the unique feel of your game engine

Oh, the memories! I was so upset when bunny-hoping was mostly removed when CS:GO was released. I played the HNS (hide-n-seek) mode in CS 1.6 more than the normal game-mode. Most of the HNS mechanics were based on game bugs: bunny-hopping, long-jump (sync mouse movement with player movement), edge-bug (not dying if you fall from any distance on a 90degree edge at a specific distance), jump-bug (not dying if you fall from any distance if you jump exactly before you hit the ground), surfing (gaining almost infinite speed when sliding horizontally across a tilted surface).

I actually stopped playing CS entirely because this mode could not be accurately reproduced with the new CS:GO physics engine.

Re: Ex Valve dev on CS:GO’s codebase

#105
post #102

Offtopic: I was checking his bio: "Entrepreneur at Binomial, open source dev. Previously SpaceX, Valve, and Ensemble Studios/Microsoft. SIBO survivor. From New Jersey. Opinions my own. He/him." At the end wrote "He/him". Anyone knows what does this mean and what is this trend? Is this to clearly state your gender and how you identify yourself?

Signaling that he agrees and supports people chosing their preferred pronouns.

Maybe even supports compelled pronoun use.

Re: Ex Valve dev on CS:GO’s codebase

#106
post #35

Earlier quoted context omitted.

>Valve has no excuse, they make crazy amounts of money, they can fund the development of a new engine from scratch easily. They just choose not to. It admittedly gets a bit more difficult when these hacks and quirks are part of what create the unique feel of your game engine. People have played CS at such high levels for so long that switching engine at all is likely going to introduce some difference in feeling, eve…

> It admittedly gets a bit more difficult when these hacks and quirks are part of what create the unique feel of your game engine. An example of this in the Quake 3 engine (and now permanent behavior in the CS series) is air strafing. It's a glitch in how Quake 3 handles motion vectors. But it's now also enshrined behavior, complete with entire game modes in CS built around it (KZ & surf maps). If you went and made a…

To add to the list of 'bugs that are now features', in SF2 'combos' were a bug, they were not intended to be part of gameplay. Their inclusion is arguably the basis of the 1v1 fighter genre.

Re: Ex Valve dev on CS:GO’s codebase

#107
post #102

Offtopic: I was checking his bio: "Entrepreneur at Binomial, open source dev. Previously SpaceX, Valve, and Ensemble Studios/Microsoft. SIBO survivor. From New Jersey. Opinions my own. He/him." At the end wrote "He/him". Anyone knows what does this mean and what is this trend? Is this to clearly state your gender and how you identify yourself?

https://en.wikipedia.org/wiki/Virtue_signalling

In this case, it is a way of saying "I lean left".

Re: Ex Valve dev on CS:GO’s codebase

#108
post #107
post #102

Offtopic: I was checking his bio: "Entrepreneur at Binomial, open source dev. Previously SpaceX, Valve, and Ensemble Studios/Microsoft. SIBO survivor. From New Jersey. Opinions my own. He/him." At the end wrote "He/him". Anyone knows what does this mean and what is this trend? Is this to clearly state your gender and how you identify yourself?

https://en.wikipedia.org/wiki/Virtue_signalling In this case, it is a way of saying "I lean left".

if we’re being pithy, i feel like signaling “i’m woke” would be more apt.

Re: Ex Valve dev on CS:GO’s codebase

#109
post #102

Offtopic: I was checking his bio: "Entrepreneur at Binomial, open source dev. Previously SpaceX, Valve, and Ensemble Studios/Microsoft. SIBO survivor. From New Jersey. Opinions my own. He/him." At the end wrote "He/him". Anyone knows what does this mean and what is this trend? Is this to clearly state your gender and how you identify yourself?

there are plenty of people who, e.g.

- don't want to show their face on the internet

- people whose appearance is ambiguously gendered

- people who are not the gender that people assume from pictures of them

- people who used to be addressed as a different gender

and, when addressed, want to be referred to correctly.

for instance, i'll never show my face on the internet, but i like it better when someone says "_he_ wrote that program" rather than "_she_ wrote that program."

for all those people, it makes sense to put their pronouns in their bio.

but that leaves the problem: if only the people in the above categories put pronouns in their bio, and you have pronouns in your bio, that might imply you are, for instance, ambiguously gendered.

so people who are conventionally masculine like Rich put pronouns in their bio to normalize it, and to make sure that "having pronouns in one's bio" is not a "thing only OTHER people do".

i think it's a good thing to do. i'll do it too.

Re: Ex Valve dev on CS:GO’s codebase

#110
post #6

Earlier quoted context omitted.

They're on Source 2 now, but not all of their games have been ported to it. A former employee said that Source 2 is pretty much just Source 1 with some extra phsyics bolted on, not a completely new engine.

Source 2 is Source 1 with most of the key systems replaced. They may have started with physics, but they didn't stop there. Many game engines are a collection of modules, Source included. So it becomes a fuzzy line when it becomes a "new" engine. Does replacing one module make a new engine or not? How about 2? 3? And I very much do mean "replaced" there. Physics, since you mentioned that, was switched from Havok to t…

Another nice example of that is the engine used in Ubisoft's Splinter Cell games. Technically it's Unreal Engine 2.5 (and some of the file formats are similar), but every single subsystem was replaced by now that only some of the tooling is still Unreal Engine 2.5 (which is arguably the important part to keep intact for game designers). Even the renderer isn't UE2.5 anymore.
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