id Software Programming Principles
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🔧Code Refactoring Patterns
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id Software co-founder John Romero tells the early story of the game company in this GDC 2016 talk and lists the programming principles that guided them towards the rapid development of many games including Doom and Quake with a very small team.

Some of these principles resembles today’s common Agile practices while others do not. I like them and id definitely had good results, so the principles should at least be considered and adapted to different contexts.

No prototypes. Just make the game. Polish as you go. Don’t depend on polish happening later. Always maintain constantly shippable code.

Continuous delivery and integration?

It’s incredibly important that your game can always be run by your team. Bulletproof your engine by providing defaults upon load failure.…

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