value of depicting rear area ops, again

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Lobster
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Location: Third rock from the Sun.

RE: value of depicting rear area ops, again

Post by Lobster »

Getting tired of this one. Last word Don, er, Bob.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
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Curtis Lemay
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RE: value of depicting rear area ops, again

Post by Curtis Lemay »

ORIGINAL: Lobster

But you do have the ability to get help. You just choose not to. Regardless of whether or not someone has taken actor classes any programmer worth their salt can manage a team and assign portions of a program to individual. But you just totally disregard that and instead pretend that you would have to hand out the entire set of code. You can admit that you don't want any help.

A fantasy. No one could code with just a fraction of the code. There would be no way to compile the results and test changes. And you have no idea how interlaced TOAW's code is!
Exactly what kind of acting classes are Snits allowed in anyway? That's a new one on me. Is that like a Moot? Do they have bad acting classes for them too? [:D][:D][:D][:D]

Consult a dictionary.
BTW, you've used snit twice in a row. I think you need to use tantrum or some other demeaning word now. [:D]
Never seen one last this long. Are you druming your feet and fists on the floor as this goes along?
My TOAW web site:

Bob Cross's TOAW Site
biddrafter2
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Joined: Wed Jan 17, 2007 9:54 pm

RE: value of depicting rear area ops, again

Post by biddrafter2 »

ORIGINAL: Lobster
Awhile back Ralph told me Norm was a decent programmer. If that's true then there shouldn't be much of a problem assigning a volunteer a portion of code that accomplishes whatever task you assign them. Let someone else code the supply.

I'm frustrated at the slow pace of patches too but I feel like I need to back up Ralph and Curtis Lemay on this particular point. I'm a long time programmer. It is possible to design systems as you described above. You either go for micro services or command/query or DDD, with full unit test coverage and use cases.

In practice this doesn't happen too often in single developer games, no matter how well written. With a single developer the code becomes interdependent. You can't simply split the source code into repositories with distinct permissions once the program is written. How could the junior devs even compile?

If you decide to split things up so that each piece is standalone and testable, then it comes with a significant upfront cost (especially in a two decade old codebase). Anyway, I'd love to see things move faster too but it always rankles when people suggest waving the magic wand. Not helpful.

[EDIT] - This entire comment assumes Ralph does not want to be exposed to IP theft risk. If that is not an issue then yes, additional developers would help the problem. Assuming they are good and don't break more than they fix, of course.
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