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This is even more true in game development. So many developers making games want to try and make reusable components across games but almost every game is "special" and will require some kind of tweaking to make the component truly reusable.

And then, you've just bloated your component to support different use cases and made it slower, harder to understand, and potentially buggy; all in the name of "reusability". And it takes you 3 times longer to implement this shared component vs just making copy & paste single use solution.

Game development is truly an art. Knowing when to just "get it done" vs "write a more reusable component" is something that I've seen very few people in game development be able to get right.




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