In the previous article I made the case for Automated Testing. Today we will talk about the tools.
- What qualities does a strong testing framework have?
- What guidelines should developers use when choosing one?
- Why do those guidelines matter?
- What tools would I recommend?
I will use the terms Harness, Framework and Library interchangeably. Be warned.
All of this and more, after a few choice bold words, a digit, a hash, and a hyphen.
Continue reading “Features of Strong Test Frameworks”
This past week has been a real trial, and I have learned a lot. I have, above all else, learned that I have a long way to go before I can say I am a game engine programmer – but that is definitely where I want to go. Monday I was able to see into the more artistic, and as such a more nebulous view of the world of game development through the eyes of a level developer. In sharp contrast, sitting through a number of programming and engineering related talks on Tuesday and Wednesday, each talk was followed with a mentioning of a white paper and/or at least a published discussion of the intricate details of what is going on in the slides. Continue reading “GDC Coming to a close”
- Implemented code behind a number (The Number is 7) of weapons to be potentially included in the 1.1 Release
- Corrected a couple missing/screwed up references to textures
- New Default MOTD =) yay for valve and content length limitations that don’t really make sense!
- Began work on the UI overhaul
- All weapons begin with full load of ammo now (No more Ammobox runs at the beginning of the match)
- No more Vollmer Lasers
- Strafe & Backwards modifiers have been modified
- Weapon Accuracies modified across the board
- Weapon Balance continues
Considering mitigating merge mags, instead have the gunnery skill drop all mags that aren’t full and grab new ones.
Who knows how these things will turn out?
There is little I enjoy more than a fabulous night with my head against my pillow in a blissful silence or with a white noise generator to keep me from thinking too damned much when I should be resting. I love it because of the warm waves of sleep as my body goes in and out of consciousness. I love it because of the silly thoughts that flood my mind as I do so – I mean who would ever want to try to plug their computer into a WIFI elephant that is swimming in the sun?
Occasionally I like to watch a movie off of Netflix and just bathe in the glow of my television as it tells me a story or shows some silly antics going on in the gulf of mexico (Seriously, taking till August is atrocious and you deserve your stock price).
What I hate is when I get those same waves in the classroom, and even more when I get them in a programming course. I have no problem admitting to anyone that programming is not glamorous, nor do I have to hide the fact that it takes a certain type of person to be able to do what I do. I happen to find the type of problem solving that I deal with quite enjoyable and energizing when it goes well, and I’ve discussed as much before.
Continue reading “Boredom in the classroom?”
I received an email a couple days ago from a UScript developer who was interested in applying something that seems to be pretty useful in UScript to provide a similar interface in PHP5. States. UScript pt States provide a developer with a means of encapsulating code, much the same way many of us have been doing for a long time with switches, and define methods and change their desired functionality.
This may not be the best example for switches and their functionality, I don’t even suggest you necessarily use this, but it shows one thing. Changing functionality, based on variables. I am looking into a solution that is not only useful, but is at least readable.