Hi ,
Thanks for the detailed reply - I was worried that the topic would be dismissed as not applicable to games. I’ll be following up those resources soon, too, so thanks a bunch!
What you’re saying totally makes sense when it comes to experimental programming, which a lot of games is. I’m working at an arch viz. and simulation company, and so it’s less about creativity for me and more trying to get specific systems to work properly and to not fall over, so I’d say that I’d benefit more from TDD than an average UE4 user - no gameplay here!
I think there are even some simple cases off of the top of my head for a game without as much planning - if you ended up with a base class common to most things, i.e. ‘AVehicle’ for a game involving driving all sorts of vehicles, you could unit test that it did very specific things under specific circumstances, no? I totally get what you’re saying, though.
Your point about keeping the architecture robust, and code well-structured; is TDD and its effects not a way to help achieve this? Makes it harder for bugs to get through, and forces everyone to really think about what method x and y should really be doing. I say all of this without much/any TDD experience, so take it was a grain of salt; this is just how I understood the idea.
I’ll check that book out, thank you. And don’t worry about the tangent - I really appreciated it! I’d happily talk through program architecture with you if you had the time - I’m always looking to improve that part of my programming skillset.
Thanks again!