manoloben (./29429) :À coté Starcraft 1 a été codé en bonne partie avec les pieds, par des mecs qui venaient de découvrir le C++ et voulaient utiliser toutes ses features sans y comprendre grand chose (YOLO on va surcharger tous les opérateurs lol et faire un max de classes ), c'était rempli de bugs, et malgré tout ça a été un des plus grand jeux de tous les temps. Parce qu'en dehors des bugs, ça a été une des meilleurs expériences utilisateurs de tout les temps.une histoire intérressante, tu as une source, un docu ou un truc du genre sur le sujet?
Game engine architecture
I wrote the original Warcraft engine for Microsoft DOS in C using the Watcom Compiler. With the switch to releasing on Microsoft Windows, Bob chose to use the Visual Studio compiler and re-architected the game engine in C++. Both were reasonable choices but for the fact that — at that point — few developers on the team had experience with the language and more especially with its many pitfalls.
Though C++ has strengths it is easy to misuse. As Bjarne Stroustrup, the language’s creator, so famously said: “C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do it blows your whole leg off.”
History tells us that programmers feel compelled to try every feature of their new language during the first project, and so it was with class inheritance in StarCraft. Experienced programmers will shudder when seeing the inheritance chain that was designed for the game’s units:
http://www.codeofhonor.com/blog/tough-times-on-the-road-to-starcraft