<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>Comments on: Good code looking good</title>
	<atom:link href="https://mm.soldat.pl/development-log/good-code-looking-good/feed" rel="self" type="application/rss+xml" />
	<link>https://mm.soldat.pl/development-log/good-code-looking-good</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
	<lastBuildDate>Tue, 24 Mar 2026 04:51:11 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=4.2.39</generator>
	<item>
		<title>By: Chance Shemanski</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-220651</link>
		<dc:creator><![CDATA[Chance Shemanski]]></dc:creator>
		<pubDate>Fri, 22 Apr 2011 10:10:09 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-220651</guid>
		<description><![CDATA[The repayment term ranges from 1 to 30 days. They may print out long documents, when they really only need one of the pages.]]></description>
		<content:encoded><![CDATA[<p>The repayment term ranges from 1 to 30 days. They may print out long documents, when they really only need one of the pages.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dingdongtralala</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93908</link>
		<dc:creator><![CDATA[dingdongtralala]]></dc:creator>
		<pubDate>Wed, 03 Jun 2009 14:27:46 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93908</guid>
		<description><![CDATA[Damn! I missed that. Can&#039;t find any active torrents for the source code.]]></description>
		<content:encoded><![CDATA[<p>Damn! I missed that. Can&#8217;t find any active torrents for the source code.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gnat</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93749</link>
		<dc:creator><![CDATA[gnat]]></dc:creator>
		<pubDate>Tue, 02 Jun 2009 05:51:40 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93749</guid>
		<description><![CDATA[It was leaked onto the internet while the game was in development. :) Ah the memories.]]></description>
		<content:encoded><![CDATA[<p>It was leaked onto the internet while the game was in development. <img src="https://mm.soldat.pl/wp-includes/images/smilies/simple-smile.png" alt=":)" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Ah the memories.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dingdongtralala</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93680</link>
		<dc:creator><![CDATA[dingdongtralala]]></dc:creator>
		<pubDate>Mon, 01 Jun 2009 15:41:50 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93680</guid>
		<description><![CDATA[Since when is Half-Life 2 open source? You got HL2 source code? GIMME THAT!!!!]]></description>
		<content:encoded><![CDATA[<p>Since when is Half-Life 2 open source? You got HL2 source code? GIMME THAT!!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93604</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Sun, 31 May 2009 20:15:31 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93604</guid>
		<description><![CDATA[&lt;i&gt;So, you don’t use classes/inheritance at all MM?&lt;/i&gt; In the LD engine and game I use classes heavily, so I know what I&#039;m talking about.
When I look at Quake 3 source code ( C ) and compare it with Half-Life 2 ( C++ ) its obvious for me that C code is much more clearer. It looks nice, ordered and well written. HL2 code is a mess. Much like LD code at this point (maybe not as much as HL2 though).

I also think Tribes 2 had repeating terrain, something in my head tells me that, I may have read about it. Still it would be interesting to see how they solved the multiplayer part.]]></description>
		<content:encoded><![CDATA[<p><i>So, you don’t use classes/inheritance at all MM?</i> In the LD engine and game I use classes heavily, so I know what I&#8217;m talking about.<br />
When I look at Quake 3 source code ( C ) and compare it with Half-Life 2 ( C++ ) its obvious for me that C code is much more clearer. It looks nice, ordered and well written. HL2 code is a mess. Much like LD code at this point (maybe not as much as HL2 though).</p>
<p>I also think Tribes 2 had repeating terrain, something in my head tells me that, I may have read about it. Still it would be interesting to see how they solved the multiplayer part.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93513</link>
		<dc:creator><![CDATA[Andrew]]></dc:creator>
		<pubDate>Sat, 30 May 2009 12:36:37 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93513</guid>
		<description><![CDATA[gnat: I think its procedurally generated, not repeating (I could be wrong!), but the same still applies to MM&#039;s case, how to stream collision/map data over time instead of loading everything at once (which is impossible if the terrain never ends).]]></description>
		<content:encoded><![CDATA[<p>gnat: I think its procedurally generated, not repeating (I could be wrong!), but the same still applies to MM&#8217;s case, how to stream collision/map data over time instead of loading everything at once (which is impossible if the terrain never ends).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: teh_ham</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93502</link>
		<dc:creator><![CDATA[teh_ham]]></dc:creator>
		<pubDate>Sat, 30 May 2009 09:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93502</guid>
		<description><![CDATA[So, you don&#039;t use classes/inheritance at all MM?]]></description>
		<content:encoded><![CDATA[<p>So, you don&#8217;t use classes/inheritance at all MM?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gnat</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93498</link>
		<dc:creator><![CDATA[gnat]]></dc:creator>
		<pubDate>Sat, 30 May 2009 07:13:13 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93498</guid>
		<description><![CDATA[The torque terrain is &quot;limitless&quot; because it simply repeats itself...


&gt; &quot;Before I started I got partially inspired by the article Making Wrong Code Look  Wrong. I have no idea what the authors suggestions were in this article, its hard for me to understand his writing style (maybe cause he’s a programmer). Nevertheless the title of the article got me thinking.&quot;

I Lol&#039;d.

I also completely agree about C++ and a lot of its methodologies being moot. As for the &quot;Oh, it&#039;s great for libraries&quot; argument: take a look at SDL or Allegro or OpenGL; these are all great and are pure C. Hell, Carmack was still coding straight C all the way up to and including Quake 3.

There&#039;s a lot of tricks and shortcuts one can use in &quot;dirty c&quot; that are non-existent or difficult to implement in purely object oriented C++.]]></description>
		<content:encoded><![CDATA[<p>The torque terrain is &#8220;limitless&#8221; because it simply repeats itself&#8230;</p>
<p>&gt; &#8220;Before I started I got partially inspired by the article Making Wrong Code Look  Wrong. I have no idea what the authors suggestions were in this article, its hard for me to understand his writing style (maybe cause he’s a programmer). Nevertheless the title of the article got me thinking.&#8221;</p>
<p>I Lol&#8217;d.</p>
<p>I also completely agree about C++ and a lot of its methodologies being moot. As for the &#8220;Oh, it&#8217;s great for libraries&#8221; argument: take a look at SDL or Allegro or OpenGL; these are all great and are pure C. Hell, Carmack was still coding straight C all the way up to and including Quake 3.</p>
<p>There&#8217;s a lot of tricks and shortcuts one can use in &#8220;dirty c&#8221; that are non-existent or difficult to implement in purely object oriented C++.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93484</link>
		<dc:creator><![CDATA[Andrew]]></dc:creator>
		<pubDate>Sat, 30 May 2009 02:34:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93484</guid>
		<description><![CDATA[&quot;Andrew: hmm but does this infinite map work in multiplayer?&quot;

Yes. Tribes 2 is all about multiplayer (its a 3D game though, not 2D - but the principle should be the same I guess!).

The game is several years old now, but GarageGames (then Dynamix) built the Torque game engine for Tribes 2, so its much more advanced now.

I&#039;m not that familiar with what GarageGames have on offer (I think you can buy an indie license for $100 US?) or what you&#039;d need to buy/look at to see how it works, you&#039;d probably need to ask them yourself.

And to clarify, yes it really was limitless terrain - they talked about it (this is even longer ago, in an interview some time), and from playing Tribes 2 myself, I never (nor anyone else for that matter) encountered an end to the terrain (if you&#039;re that inclined to fly a plane in the same direction for ages).

I&#039;ll also point out that Tribes 2 has awesome networking code (these guys are smart heh), but that&#039;s another discussion :)]]></description>
		<content:encoded><![CDATA[<p>&#8220;Andrew: hmm but does this infinite map work in multiplayer?&#8221;</p>
<p>Yes. Tribes 2 is all about multiplayer (its a 3D game though, not 2D &#8211; but the principle should be the same I guess!).</p>
<p>The game is several years old now, but GarageGames (then Dynamix) built the Torque game engine for Tribes 2, so its much more advanced now.</p>
<p>I&#8217;m not that familiar with what GarageGames have on offer (I think you can buy an indie license for $100 US?) or what you&#8217;d need to buy/look at to see how it works, you&#8217;d probably need to ask them yourself.</p>
<p>And to clarify, yes it really was limitless terrain &#8211; they talked about it (this is even longer ago, in an interview some time), and from playing Tribes 2 myself, I never (nor anyone else for that matter) encountered an end to the terrain (if you&#8217;re that inclined to fly a plane in the same direction for ages).</p>
<p>I&#8217;ll also point out that Tribes 2 has awesome networking code (these guys are smart heh), but that&#8217;s another discussion <img src="https://mm.soldat.pl/wp-includes/images/smilies/simple-smile.png" alt=":)" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: DARK AVENGER</title>
		<link>https://mm.soldat.pl/development-log/good-code-looking-good/comment-page-1#comment-93455</link>
		<dc:creator><![CDATA[DARK AVENGER]]></dc:creator>
		<pubDate>Fri, 29 May 2009 12:50:38 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=326#comment-93455</guid>
		<description><![CDATA[lol Michal , you&#039;ve cracked me up]]></description>
		<content:encoded><![CDATA[<p>lol Michal , you&#8217;ve cracked me up</p>
]]></content:encoded>
	</item>
</channel>
</rss>
