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Comment Re:The Soviet Stakhanovite movement (Score 2) 70

"In 1988 the Soviet newspaper Komsomolskaya Pravda stated that the widely propagandized personal achievements of Stakhanov were puffery. The paper insisted that Stakhanov had used a number of helpers on support work, while the output was tallied for him alone. Stakhanov's approach had eventually led to the increased productivity by means of a better organization of the work, including specialization and task sequencing, according to the Soviet state media.[13]"

Comment Re:I don't get it (Score 1) 112

What I'm most interested is why do companies do this?

Gaming is a rather risky industry to be in, so companies are cutting corners where they can minimize their losses. That's why the companies that make good games are bad to work for, and the companies that make bad games (as in monetariliy exploitative) are good to work for.

AAA tech stacks are rather unique as well, so it's not easy to just dump more people on a project.

Comment Re:wut (Score 2) 233

Disclaimer: I'm not an expert on transpilation, I just experienced it from a novice gamedev's point of view in Unity3D.

The main benefit in case of Unity3D is that you can use reflection for PC (e.g. for level editor) and leave it out for consoles. You also get to work with a language that has less gotchas than C++.

Comment Re:wut (Score 2) 233

C# (and Java to some degree) are kindof all things to all developers. You can transpile it to C++ (Unity3D does this for console compatibility) to make games, make webapps or smartphone apps.

Although with this transpilation approach you lose features like reflection, but idiomatic C# uses it sparingly anyway. And that's why Python can't do that, because reflection is much more heavily used in dynamic languages. And the lack of type information makes efficient transpilation impossible.

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