Testing, debugging, and QA in games suffers from large amounts of complex, interdependent state evolving over time in an imperative system. Reproducing problems often requires manually playing forward to the site of the bug, as does verifying fixes. The usual static object-oriented model for defining behavior can promote tangles of dependencies, references, and invisible implicit relationships, at the cost of modularity, code reuse, and focus. Tims will discuss how Arcadia and ClojureCLR address these issues through a live functional approach to state management, debugging, and QA in games on Unity.
Game Development as Live Functional Data
Язык доклада: Английский Сложность: Senior
Senior Engineer, CEO, Arcadia Technologies