Stupid code...

Posted by Darthvender on Aug. 19, 2010, 11:18 p.m.

A week ago I "fired" my level designer because I'm having to completely rewrite the engine for Chronicles of the Hchrubak, which will take quite some time.

The code was becoming a jumbled mess and I was basically having to overhaul the game anyway.

So, I began with a new movement and collision checking engine that uses almost exclusively while loops with lengthdir_x and _y. All was good, and it's a little hard to explain, but there was a large bug within the code after only a few days.

I retyped much of it and checked my logic several times through. After TWO @$*#$!# DAYS the code was almost completely alien from its original form, even though it was now several times more efficient.

So, tonight, just as I was considering rage-quitting and finding some small animals to crush, I check my problematic code one more time and I was using a "<" rather than an ">"!!!!

RAGE!

Comments

Cesar 14 years, 10 months ago

I was almost sure this was going to be about 64digits' mind altering code.

Acid 14 years, 10 months ago

:\

Lapixx 14 years, 10 months ago

I was almost sure this was going to be about 64digits' mind altering code

That doesn't make sense, the title is "stupid code…" O.o

Juju 14 years, 10 months ago

Reverse psychology mind-altering code.

Infinity_Plus 14 years, 10 months ago

That's happened plenty of times to me, Darth :P I hate finding out all of my work was thrown off by one little symbol or a mistyped variable.

Josea 14 years, 10 months ago

Using almost exclusively while loops is now a feature?

Scott_AW 14 years, 10 months ago

I'm used to seeing my code transform as I go back and clean stuff up. Sometimes I'm wondering what I was thinking…

Vance_Kimiyoshi 14 years, 10 months ago

My most common mistake (and a very stupid one) along those lines is forgetting function calls. I'll write a bunch of flawless functions, run it, and wonder why it's not working only to realize I forgot to call one or more functions somewhere.

God, compiler, the functions are there, I have to tell you when to call them, too? D:

blackhole 14 years, 10 months ago

Never, ever assume that taking the address of a function will always return the same location in memory.

Also never needlessly export or attempt to import template inline'd functions.

I've also been able to crash the VC++ compiler many times, and have succeeded in exposing various compiler bugs relating to its inability to properly deal with virtual inheritance.

I also have a bad habit of calling virtual functions that either don't exist yet or no longer exist.

I also panic about performance issues after I forget that I have my "give CPU cycles back to system" turned on.

Half my errors are caused by me misusing my own code rather then it doing anything wrong.