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12:02 AM
Hello
 
 
12 hours later…
12:10 PM
I keep missing you by an overnight! Hello though. :)
 
nwp
Just be online 24/7, easy.
 
Reminding me of a phrase I've been hearing lately, "terminally online"
 
 
2 hours later…
1:56 PM
Do devs in bigger companies keep the documentation up to date with the software?
 
not always
seldom
maybe never
well, in game companies anyway
I bet RBC has their documentation up to date
 
2:12 PM
Yeah.
I've been writing code for this software for the past 10 years and sometimes I get to code I wrote 7 years ago and I'm like "WTF is this mess" and I wonder if the answer could be more quickly answered if I had written complete and decently retrievable doc...
 
nwp
Maybe if you had you would have missed the deadlines and would not be working on it anymore.
 
@Vaillancourt Comments/docs seldom stay in step with the code.
the code you're describing could benefit from docs
I find that since I comment so seldom in my code, the few times I do I manage to keep them up to date
so maybe documenting something really hairy like that is worth doing
 
nwp
Sometimes I think unit tests are relatively good at showing off functionality, better than a list of functions and their descriptions because you have self-contained compilable working examples including setup code.
2
 
Yes, I'm thinking primarily about a "higher level" documentation. Per-function document is most of the time irrelevant...
Unit tests is good, although I wonder how much it would apply in my situation
 
3:23 PM
@Vaillancourt This is what I came up with...
 
@Vaillancourt In my experience, we try to in the early phase of the project, fall behind by about halfway, and say "f*** it, the game is its own documentation" in the last year or so. 😅
 
@Vaillancourt In my own experience, this is very true. The signature already tells me what the Foo function eats & the fruits it yields. Why the farm I planted it is another story & hard to capture using the standard documentation practices I was taught.
 
@DMGregory That makes some sense. In the early stage, devs may not be fully comfortable with the architecture yet, and it's a moment where the architecture is subject to changes, and as the project progresses, everyone is able to find their way around without the doc, and things change less...
 
@nwp Also agree. Future me is so very thankful when past me took the time to craft such things. 90% of the time said unit tests & demo examples become boilerplate of copy pasta for getting stuff done.
@Vaillancourt Your 'turned corner text blocks' (annotations?) are a good example of what I should do more of.
It would be sweet if there was some sort of UML format that could be nicely diff'ed in a way the was visually meaningful &/or played nice with version control.
^ opportunity for the internet to tell me I've been coding under a rock for too long & ignoring obvious advances in the craft ;)
 
I know the diff tool we use can diff images; I think it overlays the newer image over the older
 
3:42 PM
That sounds useful. Which revision system does it work with?
 
Ah, I meant the "review tool". We're using SmartBear's Collaborator.
@Pikalek
There is a slider that lets the user change the transparency of the "new" file.
 
3:58 PM
Nice!
It looks like my system of choice did add support for something similar at some point.
 
Cool!
 
Yeah. I suspect that file size may still be an issue, but space is relatively cheap. Thanks for pointing me toward it!
 
4:20 PM
@Pikalek the software calls those "notes"
In my ECS, the AI behaviour is kind of stored as functions and state in a Component. It's not exactly "data"...
I need to search more about it to see if it's an appropriate way to do. (I know it is because "it works", but I wonder what other alternatives are in use.)
 
nwp
Put the functions in an array and store the index of the function in the component. There, you have pure data 🤡
 
5:22 PM
Yeah, that's the philosophy, although I'm using behaviour trees; nodes of the trees are stateless, the state is stored in the component (essentially)
 
5:35 PM
The "code" is technically stored along the "Systems", although the instances are stored in the components. /shrug
 

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