Thanks! Since I don't write any tests, I'll watch this fullscreen before every commit and feel peaceful.
Btw, any good resources or strategies for testing in game development, particularly Unity 3D? I find it very difficult or awkward to adapt common testing ways to gaming.
And how do you handle testing when budgets and time is critical, that is the most of the case when working for startups.
I build systems to solve difficult problems. Expert in full-stack software development, hardware deployment, and networking computer systems in extreme environments.
On Subnautica, which runs on a heavily modified version of Unity, we've found automated testing to be utterly crucial. Agree it's really hard. I think the proliferation of state across game objects makes it harder. On non-game projects I find eliminating all object state significantly simplifies building a test suite. Until we got a good handle on robust automated testing we were facing really horrific stability issues. I'd recommend asking Jonas (@CodeLumpn) for tips - He might have given a talk or written down his thoughts in a blog post somewhere.
Oh I wasn't expecting the author to be a game developer. What a nice coincidence. Thanks for the advice:)
The game looks impressive! Maintaining it on so many platforms looks unimaginable without a good test approach.
I'll think about achieving a design that is defined by stateful and stateless objects. I just know a little but it looks like Flutter benefits a lot by having that separation in the language design right from the beginning.
Thanks for the reference. I'll reach out.
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Thanks! Since I don't write any tests, I'll watch this fullscreen before every commit and feel peaceful.
Btw, any good resources or strategies for testing in game development, particularly Unity 3D? I find it very difficult or awkward to adapt common testing ways to gaming.
And how do you handle testing when budgets and time is critical, that is the most of the case when working for startups.
On Subnautica, which runs on a heavily modified version of Unity, we've found automated testing to be utterly crucial. Agree it's really hard. I think the proliferation of state across game objects makes it harder. On non-game projects I find eliminating all object state significantly simplifies building a test suite. Until we got a good handle on robust automated testing we were facing really horrific stability issues. I'd recommend asking Jonas (@CodeLumpn) for tips - He might have given a talk or written down his thoughts in a blog post somewhere.
Oh I wasn't expecting the author to be a game developer. What a nice coincidence. Thanks for the advice:)
The game looks impressive! Maintaining it on so many platforms looks unimaginable without a good test approach.
I'll think about achieving a design that is defined by stateful and stateless objects. I just know a little but it looks like Flutter benefits a lot by having that separation in the language design right from the beginning.
Thanks for the reference. I'll reach out.