- One liner describing what changed (not period terminated)
- A few lines describing in more details why things changed
- GPG signed commit
- Separate subject from body with a blank line
- Limit the subject line to 50 characters
- Capitalize the subject line
- Do not end the subject line with a period
- Use the imperative mood in the subject line
- Wrap the body at 72 characters
- Use the body to explain what and why vs. how
When joining a new project without tests, here is the value you need to provide through the addition of tests:
- the application works and doesn't crash
- the application works and supports a few input cases
- the application works and supports a variety of input cases
- the application works and is robust to most input cases
- Write a test that tests the common case usage of your function
- Write tests that cover edge cases of your function
- Write tests to cover all statements, branches, paths
- 3 different environments: development, staging, production
- Write migrations for schema changes
- Use ORM if possible over raw queries
- Always make it possible for testers to report the version they tested against
- Simplest is to have a meta field in the head section
- Mockups
- SRS
- Database and software architecture
- Implementation
- Test/QA
- Deployment
An initial seed is computed and stored in the game save file
Based on this seed, the world is pseudo randomly computed, using a certain chunk/block/tile size (e.g., 32x32, 128x128)
The world map is only generated on-demand, that is, as far as the player can see
When a new chunk is discovered, its blocks are computed and persisted in the save file
If there are no active components in a chunk that is not visible, the game will obviously not render it, it will only simulate it (position, item, velocity, etc)
Certain thing, for instance alien types and alien base size, may only be computed once they are observed. At first, maybe only a location anchor will exist to indicate where they should spawn, but the rest will be generated only when needed.
A table of probabilities is built
The ratio 1/drop chance is used to compute a total drop chance
A number is generated in the range 0-total drop chance
A table lookup is done to find the associated item
Item properties are randomly rolled
Different table lookup may be built depending on the difficulty setting as well as the current act
The rarity of an enemy pack may either change the random generator distribution or some other mean to modify the probability of higher quality items from dropping
The pseudo random number generator is initialized each game and does not depend on the current time (to avoid issue with reading some timer which may have the same value over many iterations or may be slow to read)
When an enemy is killed, we want to determine how many items will drop