Timeline for How Industy games handle their code errors and exceptions [closed]
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
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| Jul 2, 2015 at 15:12 | comment | added | user1430 | Please use Game Development Meta for further discussion about this question if desired. | |
| Jul 2, 2015 at 12:00 | comment | added | XNargaHuntress | As the question stands, it's very discussion oriented. I could easily argue that using a procedurally generated error code that outputs things like "fluffyBunny402" is the most effective method. Just as easily as I could argue hardcoded strings in a class. | |
| Jul 2, 2015 at 10:11 | comment | added | YoungDeveloper | "Game error reporting is much different than standard software error reporting." But the again @JoshPetrie describes question as "would a professional game developer give me a better/different/more specific answer to this question than other programmers?" If game development error handling is different, then it makes sense that professional game developer would give a better answer. While games tend not to use exceptions I can think of several examples where it should be a must. Couple months ago i wrote an authoritative server and client API - which might throw exception from sockets. | |
| Jul 2, 2015 at 4:45 | comment | added | user1430 | Games aren't the only thing that tend not use exceptions, it's a broadly-debated subject. Speaking of which, on-topicness aside, there's still no concrete question here that isn't asking for a discussion. This is probably better asked on GDNet. | |
| Jul 2, 2015 at 1:55 | comment | added | Alan Wolfe | I debate that this is off topic. Game error reporting is much different than standard software error reporting. An answer: pc and console games by and large don't use exception handling, because they slow down execution. Often though, asserts are used in non release builds to help catch problems during development. Enums / defines are common ways of specifying error codes in the code. These codes are sometimes used by customer service to help the user diagnose problems, also as you say, they can map to localized strings. Codes don't give hints as to how the code works internally either. | |
| Jul 2, 2015 at 1:43 | history | closed | CommunityBot | Not suitable for this site | |
| Jul 1, 2015 at 23:58 | comment | added | YoungDeveloper | Which part? What are good practices to handle, show to client and manage exceptions - errors. For games. | |
| Jul 1, 2015 at 23:25 | comment | added | Vaillancourt♦ | -1 Your question is unclear. | |
| Jul 1, 2015 at 23:22 | review | Close votes | |||
| Jul 2, 2015 at 1:47 | |||||
| Jul 1, 2015 at 22:20 | history | edited | YoungDeveloper | CC BY-SA 3.0 |
added 196 characters in body
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| Jul 1, 2015 at 22:11 | review | First posts | |||
| Jul 1, 2015 at 23:09 | |||||
| Jul 1, 2015 at 22:10 | history | asked | YoungDeveloper | CC BY-SA 3.0 |