Why bad scientific code beats code following “best practices” (2014)
I think there is a growing rebellion against the kind of software development "best practices" that result in the kind of problems noted in the article. I see senior developers in the game industry coming out against sacred principles like object orientation and function size limits. A few examples:<p>Casey Muratori on "Compression Oriented Programming":
<a href="https://mollyrocket.com/casey/stream_0019.html" rel="nofollow">https://mollyrocket.com/casey/stream_0019.html</a><p>John Carmack on inlined code:
<a href="http://number-none.com/blow/john_carmack_on_inlined_code.html" rel="nofollow">http://number-none.com/blow/john_carmack_on_inlined_code.htm...</a><p>Mike Acton on "Data-Oriented Design and C++" [video]: <a href="https://www.youtube.com/watch?v=rX0ItVEVjHc" rel="nofollow">https://www.youtube.com/watch?v=rX0ItVEVjHc</a><p>Jonathan Blow on Software Quality [video]: <a href="https://www.youtube.com/watch?v=k56wra39lwA" rel="nofollow">https://www.youtube.com/watch?v=k56wra39lwA</a>