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Your customer tells you: "Yeah, the game is really fun, but a bit slow. It should run smoothly for the player, even though the internet connection is unreliable."

A well-defined problem. But which one was hard: Stating or solving it?

The attempt of artificially separating the "crafting skill" programming from the rest of software development (which is blurry enough) is an ongoing effort since decades, and still annoying.




I would not say that that's a well-defined problem. What does "run smoothly" mean? Do you mean frame rate? Do you mean lack of discontinuous motion of objects in the game? What does "unreliable connection" mean? How unreliable do you want to allow the connection to be and still have acceptable behavior? Are we talking about surviving continuous packet loss or about short-ish, bounded periods of no connection?




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