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  • John Carmack discusses the art and science of software engineering | Bits and Behavior

    On the soft­ware devel­op­ment side, you know there was an inter­est­ing thing at E3, one of the inter­views I gave, I had men­tioned some­thing about how, you I’ve been learn­ing a whole lot, and I’m a bet­ter pro­gram­mer now than I was a year ago and the inter­viewer expressed a lot of sur­prise at that, you know after 20 years and going through all of this that you’d have it all fig­ured out by now, but I actu­ally have been learn­ing quite a bit about soft­ware devel­op­ment, both on the per­sonal crafts­man level but also pay­ing more atten­tion by what it means on the team dynam­ics side of things.

    If 90 percent of software engineering is getting the right data into the right slots at the right time, the other 90 percent is doing it in such a way that your fellow programmers will understand what you were doing and more importantly, why.

    Carmack points out that programmers make a lot of mistakes — the languages that game developers primarily work in are certainly prone to them — but he also points out that good practice is not very well defined and even he is not sure how to define it objectively... yet.