There's still a lot of craptastic code in there, but the heart of the software (the simulator) hasn't changed.
I dunno, from the QA side in 88/89, the results were darn clean. The simulation would crash from time to time, but the interface, never. To all those who point to multi-threaded apps and say it's too hard for coders to do, I'd suggest that really good programmers are hard to come by.
So maybe somebody can point to what's being complained about here. Back in the day, we didn't have the luxury o
Note that Godwin's rule is in full effect despite the fact that the reply wasn't even about politics. I fully expect that "Hitler" would've popped up shortly had the discussion continued.
Clarification: It was a long time ago, and all I did was some pre-release testing on contract to Maxis. No code was looked at by me, but my impression from dealing with software (=number of bugs we found per hour put in the game) and the developers was that the code was very clean. Also, the way the producers talked about the program showed that they had a very clear idea of how it worked, how solid it was, and how much love they had for it. By the time we saw the Mac version, it was practically perfect. No
"So why don't you make like a tree, and get outta here."
-- Biff in "Back to the Future"
Craptastic Code? (Score:5, Insightful)
I dunno, from the QA side in 88/89, the results were darn clean. The simulation would crash from time to time, but the interface, never. To all those who point to multi-threaded apps and say it's too hard for coders to do, I'd suggest that really good programmers are hard to come by.
So maybe somebody can point to what's being complained about here. Back in the day, we didn't have the luxury o
Re:Craptastic Code? (Score:5, Funny)
Slashdot, the only place one can make a flippant remark regarding the state of 20 year old code and successfully find someone who worked on it.
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(I had a bit of a look, I couldn't find a link to the post either)
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