Unless you have less than 30 fps is not really noticeable, and a game that runs at 30 fps is already quite unplayable.
The pros are that is really easy to do, you can use the image and resolution you want and you are sure that it will work in the same way in all platforms.
Heheh… amen to that. Even better if you leave a FIXME comment with something along the lines of “Address this when we are rich and on a beach somewhere but feeling nostalgic about what our old code was like…”
Indeed… though I’m likely to put more time into shoring up core code than ancillary code. I want the foundation of my house to be rock solid but I don’t care as much about the sand under the paving stones for my walkway.
Thus on a rapidly developed project, you can often distinguish how close to core you are by how well written and maintained the code is. Which for me instantly translates into sloppy = unimportant which could explain many fundamental clashes I’ve had with team mates who saw formatting as unimportant.
It is exactly like you told, beside that the Dungeon Game is not rapidly developed… Mouse cursor is an example, there are many, many other things written like that, especially small utility functions or code that is executed once. “It’s done, it’s working, forget about it, let’s do something important” The core? Oh, it’s never done for 100%.
And it is exactly the same with projects I’m doing at work.
The funny thing is that the more experienced you are, the more comfortable such way of programming is for you. On some forum I had an argument with some young student. He used to write everything like it would be shown in books. Every line of his code was a tribute to purity and ‘clean way of programming’. Every class, function used hundreds of design patterns, there were no unnecessary line…
I guess that he must be proud of it. What a waste of time
“java.lang.IllegalArgumentException: Number of remaining buffer elements is 2500, must be at least 4032. Because at most 4032 elements can be returned, a buffer with at least 4032 elements is required, regardless of actual returned element count”.
final Texture cursorTexture = assetManager.loadTexture("Interface/Cursors/mouse1.png");