What I mean by the topic title is…
Obviously, there’s a plethora of things that can go wrong in the game
realtime; major and common ones would be, for instance, clipping, slow
framerate, AI gone amok, etc. I’d like to ask if anyone could put
together a list of core, fundamental errors and bugs common to games and
post it on here. Not a huge thing, just a “basic bug bible” with perhaps
10-20 of the most fundamental bugs and whatnot. As I develop my own
games, I want to get adjusted proactively to what I’ll certainly be
dealing with so as to help my first rounds of coding be more insightful,
intuitive, and forward-thinking.
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There is only two fundamental errors in software development. You either
have a software error that causes an exception or you have a logical
error where your software doesn’t provide correct results. You can’t
extract frequent errors out of that because everybody has their own set
of issues to resolve, all of which are specific to their particular
domain. Rather than look for 20 golden errors, instead adopt a bit of
software engineering into your workflow. Plan ahead and scope out your
work. Gather and read all pertinent documentation on your problem.
Design a system on paper, carefully examining the relationships between
classes and then follow through with it in code. Produce a test plan to
ensure your software conforms to the requirements you originally set out
for. Document your progress along the way so you can always look back
later and recognize where you goofed up. It’s an effective way to learn
from your mistakes and better yourself as a developer.
As for implementation defects, you’re going to have to rely on your
knowledge, experience, and wits to get through your problems. Sometimes
tripping over a rock is the only way you’ll start to look before you
Thanks T.N. That’s good advice. I gather that careful thinking-out
beforehand is one of the greatest guards, and then…tripping over some
rocks and being a good learner about it.
There are some areas of software development that are notoriously
bug-prone. That’s true for any kind of software, not just games.
Just off the top of my head. I’m sure there are more.
Actually, there are a few
Each of which has “subtypes”, for example, under Teamwork, you would
have regression errors where someone inadvertently causes some code to
revert back to an older, incorrect state.
The way to mitigate the production and/or the effect of some of those
kinds of bugs is to have various testing harnesses (unit, UI,
user-level, code coverage, etc…), good source control, code reviews,
etc. People make consulting careers out of this…
Thanks geon and alphadog. That link is particularly useful, basically
what I was looking for. Sweet deal.