Microbe Survivors refactor
Oof. Had a lot of life happening. But I guess I should say something since I still have this blog space to brain dump. I’m picking up work on my survivors project again, coming back with fresh eyes and more programming experience really shows you how terrible the way you were doing things were, and what you need to change to fix them. So that’s what I’ve been working through. Cleaning things up mostly.
Also I found this other game that I really liked and learned it was made in Godot, so I tried unpacking the source code and the whole project is intact minus any comments and holy wow, that is so cool. It’s got a lot I can learn from, but I also couldn’t help but notice the dev that made the absolutely monolithic multi-thousand-line scripts in their game did not do static typing, and instead lets the engine figure out what the variable types and method returns are during runtime. The game is also open world but has noticeably bad performance on my quite good hardware. I don’t think this is coincidence, and I actually want to try going through their code to figure out the static typing myself and run some benchmarks between the published build and my reverse engineered one. If it turns out I was right and the performance greatly improves, I’ll reach out to see if he’s willing to implement my refactor somehow. That’d be pretty cool.

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