[MUD-Dev] Jeff's Rant: A World Full of Wheel-Makers
Brian Hook
bwh at wksoftware.com
Sat May 19 23:30:07 CEST 2001
Jeff's rant comes across as, well, naive and lacking understanding of
the fundamental problems that software engineers and, specifically,
game developers face. While it's easy to blame programmer ego for
NIH, there are simply too many real-life cases where you really do
have to roll it yourself, and this has very little to do with just
programmer egos.
I don't have time to go into a complete list, but off the top of my
head here are some thoughts:
- people do, in fact, use a lot of components when it makes sense.
STL and the C RTL come to mind. And, of course, all of Java's
framework pieces (Swing, AWT, JavaMail, JDBC, etc.).
- specialized problem set. These do, in fact, exist. And with any
game where technology is a gating or differentiating factor, the
likelihood of finding a third party library that meets your needs
exactly is very low.
- robustness: If you wrote the code, you own the code, and if there
is a problem with the code, then you can fix it. If it is a third
party library, there is no guarantee that fixes will be on time or
even available (e.g. toolkit vendor goes out of business).
- portability: If you want to be able to port to any arbitrary
platform, you need to own and control the code.
- shifting standards: Even component libraries from the same vendor
change frequently. Cf. DirectX, probably the single most popular
API in computer games history. It is now in the preliminary stage
of specing DX9. It is averaging one revision a year, and the
revisions are not backward compatible except in the most simplistic
sense.
- evolving technology: Especially with games, the technology evolves
so quickly that standardized models just never catch on. With the
possible exception of the Miles Audio Library, I can't think of many
other standards that have survived the ages unscathed. VBE, DPMI,
VCPI, EMS/XMS, WinG, etc. All popular at one time, but all
eventually replaced by newer and more relevant technology. And
fairly soon we're going to be looking at 64-bit implementations of a
lot of things.
Brian Hook
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