Shared Property Between Unresolved Bugs

Wei “λ” Zhao shared this feedback 9 hours ago
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Intro

I've put more thought into this than it may seem like at first glance. You may find this a useful read. It's probably not going to read like a novel, because I wrote this late at night and couldn't be arsed to spend any more time rewording this for the sake of palate, especially considering a lot of bugs are met with stonewalling no matter how they're worded. I might as well post this instead of waiting for the exact perfect way to word this in such a way that everybody's happy reading it.

Chapter Title

I think one or more of the developers struggle with spatial reasoning, are lacking a skillset or there is some internally-hostile company dynamic preventing developers from fixing certain types of bugs. I'm familiar with the complexity of code, mathematics, corporate interplay, finance and whatnot, none of those generic excuses are gonna look good as an explanation on why some of these bugs just don't get resolved in the way that they don't.

It would explain light going through walls, ambient occlusion being linear, instruction spam in a single frame as a whole asteroid tries to load in instantly upon entering view, sounds being disproportionately loud, quiet, muted, faded and/or dissonant, and a handful of other things that'll give you insight as to what makes this game engine need all those bandaids such as hard rounding and so on, and probably some insights on how to create savefiles that store individual voxel objects as matrices rather than as redundant repeated explanations of what the voxel is and so on.

I mean, if you shoot up an asteroid, that doesn't mean your savefile suddenly has to grow by five megabytes - whoever coded that has bad spatial reasoning or some stagnant belief that their workflow/systems/designs couldn't possibly be more simplified, streamlined.


You don't need to load the entire asteroid in one frame, you don't need to load the entire texture all at once, you don't need to render every single thing in one frame, you don't need to store 20 billion copies of (x,y,z,v,t,w,h) wherein you explicitly write the full data for 'x'within the savefile data. Just use a register and have the savefile refer to x, then have a lookup table that lets the game interpret the savefile. That way you don't end up with a 100MB savefile that takes a minute to load because your game needs to shove an encyclopedia through its eyes. The game does all these things, these are pretty common developer skillset shortcomings. There are way older games that store way more complex bulk information in much less storage space. If the developer does have the skillset, yet their products are underperforming, then the issue is not a matter of technical competence. But, it for sure isn't that age-old rag that's used to wipe the blame off.

It's not meant as an insult to the developer, it's meant as an identifier for the support team - if that person can't do this job, then you can 'forward them this report' but they will dismiss it with a wave of their hand, saying it can't be fixed for so-and-so reason despite the fact that it can. It's not a technical limitation of the game engine. I mean, come on, you should not expect me to believe that your game engine is that plugged up, so much so that you can't get sound to work right, a sound system that used to work without a problem.

I think that you should ask for a second opinion. I'm just left wondering why this game can go on for half a decade with issues as common as these going unfixed, or even repeatedly logged as fixed but not actually fixed - something is going on. If it isn't technical incompetence, then what is it?

For if it isn't immediately clear what context I'm speaking of: I'm talking about the brunt of unfixed bugs over the years, they all happen to be bugs that hinge on spatial reasoning. That possible hostile company dynamic I was talking about? It would explain the formal stonewalling that most bug threads are responded with, as well as the total lack of "This bug was caused by" and "Oops, you're right, we actually didn't fix the bug, what we tried was X" and "We have no explanation as to why 500 people still get the bug after the update despite us saying it's been fixed six times over" and "We also have no explanation for why we mark things as solved/outdated when they clearly aren't"

I'm certain that there are people who know what I'm talking about, and that there are people who will disagree with me, and that some will find this offensive, and I know that things are to be found about this. I'm not looking for a response, I just want the information moved in this direction.

Here's the part where a formal conclusion should go but where the author pressed 'Submit' instead

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