Tag Archives: good practice

Write Games, Not Engines

To begin with, the term “engine” (specifically as it related to the game development world) has no strict definition. Therefore, in the interests of keeping everybody on the same page, I’ll define the term as I intend to use it in this article. An “engine” is a collection of robust, reusable software subsystems (possibly including

Rewrite or Refactor

Often, inexperienced programmers will reach a point where they decide that their existing code base is fatally flawed in some way. Perhaps they’ve learned some new techniques that cannot be cleanly integrated into the code, perhaps they’ve stumbled across a requirement they cannot address, or perhaps they simply don’t like the naming conventions they used.