The Escalation programmers come from a completely different background, and the codebase is all STL this, boost that, fill-up-the-property list, dispatch the event, and delegate that. I had been harboring some suspicions that our big codebases might benefit from the application of some more of the various โmodernโ C++ design patterns, despite seeing other large game codebases suffer under them. I have since recanted that suspicion.
John CarmackOne of the big lessons of a big project is you don't want people that aren't really programmers programming, you'll suffer for it!
John CarmackIt is difficult to make good scalable use of a CPU like you can of a graphics card. You certainly don't want 'better or worse' physics or AI in your game
John Carmack