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ugo, to linux in Gamedev and linux

In my somewhat limited but relevant experience, the amount of platform specific bugs is indeed that low. I mean, there’s of course a layer of platform-specific low level stuff which is highly subject to platform specific issues, but once you go above that layer and into game code proper, most bugs are just bugs.

I didn’t fix 400 “Linux-only” bugs, but I did fix dozens of “seems Linux specific” and “only happened when at least one Linux client was connected” bugs, and a grand total of 2 were caused by platform differences. And of those two, zero were Linux specific. The platform difference in this case was about how different compilers optimise non-crashy types of UB.

Of course, we don’t want UB at all so the fix is to remove it.

ugo, to maliciouscompliance in [REPOST] You can't continue working from home because you go idle in chat too often

Regarding that part of the second edit: a very wise colleague of mine with managerial duties once told me that he expects people to give 50 to 70% every day. First, it’s unsustainable to give 100% all the time, and burnout has far worse direct and indirect consequences than simply scaling the operation up to allow more slack time. Second, when shit actually hits the fan and you need all hands on deck, there’s no more that can be given if you were already giving it 100%

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