Software bugs are not aware of, nor do they care about, all of your plans, deadlines, budgets, assigned teams, predictable results, communication between departments, or anything else. By definition, software bugs are unpredicted results. That’s what a bug is: a problem you weren’t prepared for.
Nobody’s goal is a buggy mess, nobody intends to miss a deadline. What happens is some people spend as much time on something until they’re told not to, and this becomes a business decision that comes down to estimated cost of developer time, estimated cost of not implementing it, and sometimes the bug that you care about the most is not prioritized, because of the “cost to fix” vs “cost to not fix” to project managers and executives.
You’re not special. The bugs you want fixed aren’t special. The developer who wants to fix this bug out of personal pride isn’t special, nor is their work. The only thing that is special is developer time vs profit from that developer’s time, and that decision is not made by anyone with any level of passion for the project. Just “cost of doing this” and “cost of not doing this” vs profit when doing/not-doing, which is a decision based on money only.
The whole meme of this post is a clipping issue; in real life, clipping is physically impossible, it would require two things to exist in the same physical space, and the physics that enforce that in the real world are free; we don’t have to check to make sure the physical world is mathematically possible. In game development, there is a mathematical/time cost to every interaction that real life solves with physics. There’s no way to tell a computer “don’t do anything that isn’t physically possible”, because in-game objects are not physical objects and are not affected by physical reality at all, because they are abstract mathematical concepts that are not grounded in physics, just pure math.
Software bugs are not aware of, nor do they care about, all of your plans, deadlines, budgets, assigned teams, predictable results, communication between departments, or anything else. By definition, software bugs are unpredicted results. That’s what a bug is: a problem you weren’t prepared for.
Nobody’s goal is a buggy mess, nobody intends to miss a deadline. What happens is some people spend as much time on something until they’re told not to, and this becomes a business decision that comes down to estimated cost of developer time, estimated cost of not implementing it, and sometimes the bug that you care about the most is not prioritized, because of the “cost to fix” vs “cost to not fix” to project managers and executives.
You’re not special. The bugs you want fixed aren’t special. The developer who wants to fix this bug out of personal pride isn’t special, nor is their work. The only thing that is special is developer time vs profit from that developer’s time, and that decision is not made by anyone with any level of passion for the project. Just “cost of doing this” and “cost of not doing this” vs profit when doing/not-doing, which is a decision based on money only.
The whole meme of this post is a clipping issue; in real life, clipping is physically impossible, it would require two things to exist in the same physical space, and the physics that enforce that in the real world are free; we don’t have to check to make sure the physical world is mathematically possible. In game development, there is a mathematical/time cost to every interaction that real life solves with physics. There’s no way to tell a computer “don’t do anything that isn’t physically possible”, because in-game objects are not physical objects and are not affected by physical reality at all, because they are abstract mathematical concepts that are not grounded in physics, just pure math.