This is the kind of thing I'd expect from Raymond Chen - which is extremely high praise! I'm glad they tracked it down even further to figure out exactly why.
Raymond is a wizard. Read his blogs for many years and love his style and knowledge.
Worked fine on the target machines and the "0.5x programmer" got to see their family for winter holiday. Or are you saying they should have defensively programmed around a bug manifesting 21 years later and skip seeing their family during crunch time? To be honest, I just don't like how you disparaged the programmer out-of-context. Talk is cheap.
Using a well–written third–party library would not increase the development time; it would in fact reduce it. No risk of missing Christmas there.
Well-written 3rd party serialization libraries weren't exactly easy to come by 20 years ago, at least from what I can recall. Your best bet was using an XML library, but XML parsing was quite resource heavy. Many that seemed well designed turned out to be a security nightmare (Java serialization).
This is the kind of thing I'd expect from Raymond Chen - which is extremely high praise! I'm glad they tracked it down even further to figure out exactly why.
Raymond is a wizard. Read his blogs for many years and love his style and knowledge.
Raymond knows everything. From microcode bugs on Alpha AXP to template meta programming to UI.
You misunderstood. Game developers should use a _good_ third–party library, not a _bad_ one. At a minimum they should be able to read the source code so that they know it is good. Thus open source libraries should be at the top of the list. If you don't know what “good” looks like, take a look at [Serde]( https://serde.rs/ ). It’s for Rust, but its features and overall design are something you should attempt to appro…
There are no good third party libraries
I disagree. Serde is not merely good, it is excellent.
The only C code that I have recently interacted with uses a home–grown JSON “library” that is actually pretty good. In particular it produces good error messages. If it were extracted out into its own project then I would be able to recommend it as a library.
Why weren't binary files used like I would expect in the 1990's DOS game? fread into a struct and all that
By the 2000s, portability was a concern for most titles. Certainly anything targeted at a rapidly changing console market back then.
Definitely, and architectures back then were far less standardized. The Xbox 360 was a big-endian PowerPC CPU, the PS2 had a custom RISC-based CPU. On the desktop, this was still the era of PowerPC-based Macs. Far easier (and I would argue safer) to use a standard, portable sscanf-like function with some ascii text, than figure out how to bake your binaries into every memory and CPU layout combination you might care about.