rindolf | refactoring and optimising code seem like bottomless pits (or evertop mountains?) |
warweasle | rindolf: I found a similar problem with retopologizing meshes. |
rindolf | warweasle: with respect to refactoring? |
warweasle | Although I deal with lower poly stuff so it's not nearly as bad as people who use the subsurf modifier all the time. |
warweasle | rindolf: Very similar. You can just keep making it "better" when the original crappy mesh was good "enough". |
rindolf | warweasle: ah |
warweasle | rindolf: It really kills me because I do both modeling AND code. |
warweasle | If I looked, I could probably find a better paying job doing gamedev...but I enjoy doing next to nothing. |
rindolf | warweasle: I recently ran into some cases where I spent many hours trying to fix functional defects, and then converted to a more elegant design, which ended up fixing the bugs later. |
warweasle | rindolf: Then that's the good kind of refactoring. But I go too far sometimes. I just keep trying to make it better because it's not "perfect". |
warweasle | And honestly sometimes it's easier to rewrite something than fix it in place. |