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Software Disenchantment

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Software disenchantment

Recently re-discovered this gem of a blog post, written in 2018 by Nikita Propokov, about his disenchantment with the state of modern software. Do you think it's still relevant today (perhaps more/less so than it was when it was written)?

Programming @programming.dev

Software disenchantment

Hacker News @derp.foo

Software Disenchantment

TechNews @radiation.party

Software Disenchantment

27 comments
  • @sahrizv: 2014 - We must adopt #microservices to solve all problems with monoliths. 2016 - We must adopt #docker to solve all problems with microservices. 2018 - We must adopt #kubernetes to solve all problems with docker

    Now everything is a microservice, even when it doesn't need to be.

    And then there is the whole noSql debacle, where relational projects reinvent the wheel every time with nosql and for some reason that is thought to be smart

    • If I had a penny for every time I saw something along the lines of:

       
          
      noSqlQuery().filter(...)
      
        

      I would be disturbingly rich.

  • I was just thinking about something similar in regards to gamedev.

    For the past few years since college, we've been working on a 2D game in our spare time, running on Unity. And for the past few months I've been mostly working on performace, and it's still mind-boggling to me how is it possible that we're having troubles with performance. It's a 2D game, and we're not even doing that much with it. That said, I know it's mostly my fault, being the lead programmer, and since most of the core system were written when I wasn't really an experienced programmer, it shows, but still. It shouldn't be that hard.

    Is the engine overkill for what we need? Probably. Especially since it's 2D, writing our own would probably be better - we don't use most of the features anyway. The only problem would be tooling for scene building, but that's also something that shouldn't be that hard.

    The blog post is inspiring, just yesterday I was looking into what would I need to get a basic rendering done in Rust, I may actually give it a try and see if I can make a basic 2D engine from scratch, it would definitely be an amazing learning experience. And I don't really need that many features, right? Rendering, audio, sprite animation, collisions and scene editor should be sufficient, and I have a vague idea about how would I write each of those features in 2D.

    Hmm. I wonder what would be the performance difference if I got an MVP working.

27 comments