▲ | peterashford 3 days ago | |||||||||||||||||||||||||
The problem with tests for games is that a lot of game code is in constant flux. A test suite introduces a not insignificant amount of rigidity to your codebase. Pivot a few concepts and you have dozens of tests to fix - or just invalidate entirely. Very basic stuff that won't ever change can be tested - like whether the renderer is working properly - but that's never where the difficulty in game dev lies and its the stuff usually handled by a third party - library or engine. | ||||||||||||||||||||||||||
▲ | KronisLV 3 days ago | parent [-] | |||||||||||||||||||||||||
> The problem with tests for games is that a lot of game code is in constant flux. A test suite introduces a not insignificant amount of rigidity to your codebase. Pivot a few concepts and you have dozens of tests to fix - or just invalidate entirely. Sounds very much like the description of a big ball of mud. An interesting gamedev video I saw recently basically boiled down to: "Build systems, not games." It was aimed at indie devs to help with the issue of always chasing new projects and making code that's modular enough to be able to reuse it. But taking a step back, that very much feels like it should apply to entire games, where you should have boundaries between the components and so that the scope of any such pivot is managed well enough not to tank your velocity. Other than that, it'd be just the regular growing pains of TDD or even just needing to manage good test coverage - saying that tests will eventually need changes isn't the best argument against them in webdev, nor should it be anywhere else. | ||||||||||||||||||||||||||
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