- The syntax is correct and the compiler will accept it.
- The code "does what you want"
- Visual Studio will underline bad code as you type, so you don't even have to hit compile to know you forgot a ';'.
- C# has a ridiculously short compile and build time. I can build my entire game in less than 3 seconds.
- The build step compiles and copies all the associated DLLs into a "dist" directory which has all the associated data files checked in. (No manual setup on new branches/machines).
- Debug builds turn off the introduction screens, "are you sure" timers, save on closing window, and anything else that slows down testing.
- Unit and integration test the game engine and utilities module. This way, I could check common use cases with the hit of a button.
If you are programming at all, it might be worth investing time into making your build more automatic and faster. It's not the time savings as much as the attention savings that are paid back as dividends.
2 comments:
I quite liked C# the little I worked with it. Plus Visual Studio, while a giant bloated monster, does have great IntelliSense and code correction.
My current RL is in Flash ActionScript 3, for similar reasons to those you've outlined here and in your "Why your next roguelike should be in a managed language" article.
I am, however, feeling the pain of moving away from C++. While working on a managed language has its benefits, in C++/SDL I was able to redraw the entire screen, which was twice as large, in a fraction of the time and using less resources.
At least this limitation forces me to keep my project simpler!
I know what you mean. I was able to be much more wasteful when in came to the "drawing" of the screen, due to the speed of C/C++.
For me, the tradeoff made sense, as a few days of optimizations there have saved me mass pain in other areas of code :)
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