

I don’t think OOP is as bad as many people make it out to be. It’s perfectly fine in moderation.
The problem is that it can lead to over engineered applications when abused.
I don’t think OOP is as bad as many people make it out to be. It’s perfectly fine in moderation.
The problem is that it can lead to over engineered applications when abused.
Usually the teachers/professors/lecturers have no real world experience of software development besides the usually university projects
Adding to this: university projects are built on a relatively short timeframe compared to many industry projects. The growing pains that typically occur after a few years of continuous development is unlikely with the small scale of university projects.
I wouldn’t go to a university professor for advice on how to build a system that will last a decade of development.
AbstractionBubbleBuilderFactoryStrategyImplementation mind you
OOP was hype during the 90s. Schools adapted their curriculum to this trend. So they needed a programming language for this, and Java became the choice. C++ is too tricky as a first language.
The result is that a lot of people knew Java, which means it’s a good choice of language if you want to recruit programmers.
I believe most of Java’s success was luck. It released at the perfect time.
People aren’t writing new projects in COBOL. It’s mostly to maintain 40+ year old systems. Unless you’re working in the bank sector, it’s unlikely you will write a program in COBOL.
Nice! I had a good time with the game last year. It’s impressive how a game based on a Doom-like engine is also one of the most immersive shooters I’ve ever played. Will probably pick it up again once the second chapter has been released, but I’m looking what I’m seeing in this update.
I think no discussion about parrying is complete without mentioning Ultrakill. It strikes a good balance between being usable without being an auto win button.
In Ultrakill, besides from dealing extra damage and gaining style points, parrying enemy attacks is one of the most effective ways to regain health. Low on health? Find an attack to punch and you’re back in action.
This creates a risk reward system. Committing to a parry is risky. If you miss you lose health - and it’s easy to miss when there’s 10 other things going on at the same time. It’s not always easy to find an opening to commit to.
It also had a bug in early development where the player could also parry their own shotgun bullets if timed correctly. This was developed an intended mechanic, so Ultrakill is the game where punching your own shotgun bullet makes them go faster.
Timesplitters 2 and 3 for some older stuff. They’re spiritual successors to Goldeneye (made by mostly the same people) and they both feature fun coop campaigns. Shouldn’t be too difficult to emulate.
Personally I think the visual style looks messy. It’s an incoherent vomit of colors to my eyes. Almost like they made all assets in isolation and pray it will work out somehow. I wouldn’t be surprised if that’s how they did.
Is anyone excited about this game? Feels like the only thing going for it is the Bungie name recognition, but it seems like not even that is enough.
At this pace Sony will have one Concord situation per year.
More sensors in the car might help a bit, but the real problem in US is its car dependent infrastructure. If the only way home after a night in the pub is by car, then you’re going to get a lot of drunk drivers. Add to this that bikes have to share road with cars, then it’s a death sentence to ride bike by night.
I don’t think the game engine has anything to do with it. The common criticism against Helldivers 2 is that there should be more enemies, biomes, weapons, missions etc.
Adding a new enemy isn’t easy work. People think it’s just dragging a new 3D model to the map and then it’s done.
First it needs to be planned. It must be conceptually different from all other enemies so people don’t complain about that it’s just a copy paste reskin. Then it must be developed, which includes code, modeling, animation and sound design - all working in tandem.
And finally it must be tested and tweaked to ensure it mechanically works with all other systems in the game, like other enemies, weapons, missions, etc. Maybe during testing they realize it’s not as fun to play as they imagined, so they have to go back to the drawing board and iterate. Each iteration can affect code, modeling, animation and sound design. However, all involved aren’t just waiting in standby for feedback from play testing. They’re currently working with 100s of other things at the same time.
And then after a month of work they realize it’s never going to mechanically work, and they have to start from the beginning with a new idea.
Then repeat all of the above until they find something that actually works. This could easily amount to 6 months of work.
Next week he will brag about how he made a tremendous deal, and lower the tariffs as a result. What tremendous deal he made will be left unspecified, but Fox News will use this opportunity to report how great of a deal maker he is.
I’m not sure. Looks like these assets make up a large part of the game’s design identity. I doubt they just hand this work to some person and just go with whatever first version they produced. This kind of thing should be iterated on with feedback from relevant stakeholders.
It’s not a good look. It’s sloppy.
I’m a huge fan of Doom Eternal. It really proved what movement shooters are capable of.
Haven’t played Dark Ages yet, and I’m not super eager to play it.
I expected Dark Ages to be a middle ground of 2016 and Eternal, but it seems like they’re straying away from movement shooters with the ”stand and fight” tagline. That’s disappointing, because I feel like there’s so much more to explore with movement shooters. Just look at Ultrakill for example.
I will wait it out a bit. It still seems like a fun game. Next on my play list is Expedition 33.
Don’t forget about the access to free workforce in slave camps.
I did my part now!
I believe it’s more of a generational shift.
The age groups who used to rely on SO are now skilled enough not to rely on it as much (or they more often have the types of questions SO can’t answer).
Younger age groups probably prefer other means of learning (like ChatGPT, Discord and YouTube videos).
I played until some bank robbery mission. Kept falling because a friendly NPC died for bullshit reasons, like getting run over a car during the escape. I don’t think there were any checkpoints on this mission either.
I don’t think the $500 million marketing budget would’ve worked if Java was introduced at a time other than the 90s.
The 80s would’ve been too early. It would just turn into a parenthesis in programming language history (next to smalltalk). The 00s would’ve been too late. It would’ve missed the dotcom bubble boat. Java came in the right time to become a dominant programming language.
I’m not saying the marketing didn’t have any influence. It probably had an big influence in which OOP language was selected for computer science education.