Follow

Studios really were something else. Look at the thoroughly commented logic of this, DOS game code from 1995:

github.com/electronicarts/CnC_

AFAICT that's original, not touched up for the Remaster. I'd be happy to work with code at that level of abstraction and clear, intention-based commenting today. And I'm not part of a team trying to make a game to a deadline (even if only the breakneck pace of '90s PC game tech and genre shifts) that runs on a 66MHz 486.

· · Web · 1 · 1 · 0

For comparison, here's a roughly similar "handle getting damaged" in 1994's DOOM, in C:

github.com/id-Software/DOOM/bl

And it's not like iD were *bad* at this. There's still a few good intention comments there "we're awake now...", and Carmack went on to nerd out hard about C++ and static analysis. My rough, maybe unfair, guess is these are far outliers into software engineering practice in '90s DOS gamedev.

Show thread
Sign in to participate in the conversation
✨Plush✨City 🏙

This is a space for soft friends and friends of soft friends to gather together!

In this city we're all about soff frens and compassion and caring about each other!

Code of Conduct in a Nutshell

Discrimination & Bigotry Won’t Be Tolerated.

Leave your hatred at the door.

Treat this Space and Those Within it with Respect.

Listen actively to and honor the requests of others; always respond with compassion first.

Consent is Important in all contexts.

If you’re ever unsure, ask first. Use CWs where required.

Listen; Don’t Make Excuses.

If you’re accused of causing harm, either take some responsibility or ask moderators for help.

Don’t Break the Law Here.

The whole space may be liable if you do.

Use the Report Feature.

All reports go straight to our moderation team. We’re here to help!

For more detail, please
Review our Full Code of Conduct