third world programmers are mostly retarded, even the "good ones". any game studio that chooses Jar Punjab and Miguel from Brazil over any European country (even the cheap ones) is going to find out really rapidly that it's much cheaper to pay one guy to do it right over a month instead of 10 guys to each fuck it up over a year.
the only reason the outsourcing industry is this large is because most software jobs are copy/paste idiocies to make yet another checkout page on a website, and Rakesh can handle that just fine. any game they lay their hands on goes to shit, though.
Good programmers don't work for game devs and those who do have shown that they don't know what they are doing these days.
The minute you think a 150 Gig game with 3 hours of gameplay is good programming is the minute you have shown that you don't know squat about programming.
Even today on Reddit some "Game developer" was talking about how they are (Dreaming of no doubt) putting a limit on their cutscenes which denies streamers from talking over them. An they were laughing about it like they were some sort of power hungry Nazi wannabe.
I'll take Samir and perhaps buffing up the code afterwards than put up with an eternal committee of what colour of teal to use on the Pride flag and so would anyone else that's got any knowledge of getting a product out working and on time..
I think it's pretty obvious. The programmer could write extremely optimized code but if it ends up being packaged with unoptimized assets - a decision they may have no control over - the end result is still going to be a massive size for the game as a whole. It's not like the code itself takes up much storage.
I take it that all games that are 150 gigs are excellent examples of programming then?
Those 150 gigs have nothing to do with "programming,"
A few seconds of video will take up more disk space than the entire game engine. A few detailed, textured 3d models will take up more disk space than the entire game engine. The size of the code has very little to do with the size of today's game.
My current project deals with gigabytes of data at a time yet the engine is only about 5-10 megabytes.
you have precisely 0 idea how much a bad programmer can run in circles. you'll ask for 1 + 1 = 2 and they'll give you 3 + 7 = 37. undoing Samir's masterpieces when they inevitably end up in a dead end is always costlier than just spending the time to find one of many sane programmers from a civilized country where they don't bathe in cow excrement.
The minute you think a 150 Gig game with 3 hours of gameplay is good programming is the minute you have shown that you don't know squat about programming.
That you wrote this sentence has shown you don't know squat about programming. The amount of game content is irrelevant to the quality of the code.
third world programmers are mostly retarded, even the "good ones". any game studio that chooses Jar Punjab and Miguel from Brazil over any European country (even the cheap ones) is going to find out really rapidly that it's much cheaper to pay one guy to do it right over a month instead of 10 guys to each fuck it up over a year.
the only reason the outsourcing industry is this large is because most software jobs are copy/paste idiocies to make yet another checkout page on a website, and Rakesh can handle that just fine. any game they lay their hands on goes to shit, though.
1+1=2 regardless of who you try to shine it.
Good programmers don't work for game devs and those who do have shown that they don't know what they are doing these days.
The minute you think a 150 Gig game with 3 hours of gameplay is good programming is the minute you have shown that you don't know squat about programming.
Even today on Reddit some "Game developer" was talking about how they are (Dreaming of no doubt) putting a limit on their cutscenes which denies streamers from talking over them. An they were laughing about it like they were some sort of power hungry Nazi wannabe.
I'll take Samir and perhaps buffing up the code afterwards than put up with an eternal committee of what colour of teal to use on the Pride flag and so would anyone else that's got any knowledge of getting a product out working and on time..
Those 150 gigs have nothing to do with "programming," and only someone who knows nothing about programming would suggest that it does.
I take it that all games that are 150 gigs are excellent examples of programming then?
I'm not sure what your argument is here?
I think it's pretty obvious. The programmer could write extremely optimized code but if it ends up being packaged with unoptimized assets - a decision they may have no control over - the end result is still going to be a massive size for the game as a whole. It's not like the code itself takes up much storage.
Those 150 gigs have nothing to do with "programming,"
Are you arguing in good faith?
A few seconds of video will take up more disk space than the entire game engine. A few detailed, textured 3d models will take up more disk space than the entire game engine. The size of the code has very little to do with the size of today's game.
My current project deals with gigabytes of data at a time yet the engine is only about 5-10 megabytes.
Do you know what "programming" is?
you have precisely 0 idea how much a bad programmer can run in circles. you'll ask for 1 + 1 = 2 and they'll give you 3 + 7 = 37. undoing Samir's masterpieces when they inevitably end up in a dead end is always costlier than just spending the time to find one of many sane programmers from a civilized country where they don't bathe in cow excrement.
That you wrote this sentence has shown you don't know squat about programming. The amount of game content is irrelevant to the quality of the code.