That's fascinating, do you have any links? I'd like to take a look as I enjoy looking at old school code. This would pretty much confirm my prejudice that these companies are often working on extremely out of date internal software/code which is why they never release anything truly new and they won't spend the money to get to modern standards which indie devs are slaughtering them with.
Unfortunately not, I had source access because I was working at Blizzard at the time on the Heroes servers (RIP in pepperoni).
The code was actually really cool and interesting, you just needed a Master's level of understanding in C++ and software engineeering to read it. I apologize for bragging, but I was one of very few people left at the company who had that when I quit.
Both. I was specifically reading the skill rating update code. They had a bespoke algorithm, and their code was all architected with ECS (Entity-Component-System). The guy who wrote the algorithm was almost as insane as I am. It took me a full week to piece together the actual calculations it was doing to update each player's skill rating after each round.
"Composition over inheritance (or composite reuse principle) in object-oriented programming (OOP) is the principle that classes should achieve polymorphic behavior and code reuse by their composition (by containing instances of other classes that implement the desired functionality) rather than inheritance from a base or parent class."
Jesus flying spaghettimonster.
This is Magic: The Gathering as a software design philosophy.
Should have been deleted on sight. I'm so fucking tired of running across code that the author didn't bother to comment. The fact that someone would do that with a particularly complex piece of software is frankly inexcusable. I don't care that you're an autistic software savant, other people have to be able to decipher your code after you get hit by a bus.
That's fascinating, do you have any links? I'd like to take a look as I enjoy looking at old school code. This would pretty much confirm my prejudice that these companies are often working on extremely out of date internal software/code which is why they never release anything truly new and they won't spend the money to get to modern standards which indie devs are slaughtering them with.
Unfortunately not, I had source access because I was working at Blizzard at the time on the Heroes servers (RIP in pepperoni).
The code was actually really cool and interesting, you just needed a Master's level of understanding in C++ and software engineeering to read it. I apologize for bragging, but I was one of very few people left at the company who had that when I quit.
Was the code not commented properly or was it just structurally a labyrinth?
Both. I was specifically reading the skill rating update code. They had a bespoke algorithm, and their code was all architected with ECS (Entity-Component-System). The guy who wrote the algorithm was almost as insane as I am. It took me a full week to piece together the actual calculations it was doing to update each player's skill rating after each round.
Jesus flying spaghettimonster.
This is Magic: The Gathering as a software design philosophy.
Should have been deleted on sight. I'm so fucking tired of running across code that the author didn't bother to comment. The fact that someone would do that with a particularly complex piece of software is frankly inexcusable. I don't care that you're an autistic software savant, other people have to be able to decipher your code after you get hit by a bus.
Man, I wasn't that good, but I loved Heroes. Rexxar!
Dude, that bear. He killed so many of my vikings.