The need to scrap code

Today I found the need to scrap over a weeks worth of coding to start again. These days it’s nothing to me to have to do that because I’ve faced issues with programming many times before. You only have to look at my Previous Projects (especially the procedural level generator) to understand that sometimes when something just isn’t right, you need to scrap it and start again. In the 80’s when I was learning, it was disheartening to have to give up. I was young then. Programming is a massive learning curve for anyone who takes the journey. And what I’ve learned is that sometimes it just doesn’t work. You can’t do anything to fix it. At that point, don’t dwell on it, just take what you need from what has already been done and move on.

As I’ve already mentioned, I’ve had to do that today. Everything was working great, apart from being a tad jumpy, it was working. Almost on to the next stage of the project. Then it would crash. This crash would happen within a certain time frame too, every time, and with the same error. After a few hours of continuous testing and fruitless research into the issue I decided I had to admit defeat. Fortunately though, because of a ‘thread pool’ class which I was using extremely heavily which was causing the problem, the rest of the code is sound and plays nice without bad behaviour. (so far)

So having to ditch, dump, throw away, code, happens… Sometime it’s damn painful…

This all reminds me of the ProcMap project.

It started with a random maze generator which worked great but anyone could do that and I wanted to have corridors and rooms. So came version 2 and 3 which each although the math didn’t work, the ideas where there. The maps didn’t turn out as they should even though they looked genuine. The last version, but not the one I actually wanted to finish on had all the corridors and rooms and sloping dungeons and everything. Including the ability to get coordinates to place other items, including rotations and offset. The math worked perfect in V4. Unfortunately I didn’t get started on V5 because it was going to be a gigantic project that was to create a pseudo random generated planet, complete with landscape, towns, cities, dungeons, life, etc. Yep a big project. I’ve still got a few pieces of paper with plans on upstairs somewhere I hope still.

 

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