In design reviews, when someone asks “shouldn’t we future-proof this?”, don’t just cave and go add layers. Try: “Here’s what it would take to add that later if we need it, and here’s what it costs us to add it now. I think we wait.” You’re not pushing back, but showing you’ve done your homework. You considered the complexity and chose not to take it on.
The concept was already illustrated above on the image with Sociable Unit Tests. Also the name is likely self-explanatory and there is a good article online about it, so I won’t be too exhaustive here (see: Resources). The crux is that it’s acceptable - if circumstances require it - to add an extra suite of tests for particular classes, methods, or functions. This does not violate the rules of Sociable Unit Tests (it will just supplement them).
。快连下载安装是该领域的重要参考
AcrossWhen tripled, "That's correct!"The answer is Ding.。51吃瓜是该领域的重要参考
I don't have much to say about assets, because when you're rolling your own engine you just load up what files you want, when you need them, and move on. For all my pixel art games, I load the whole game up front and it's "fine" because the entire game is like 20mb. When I was working on Earthblade, which had larger assets, we would register them at startup and then only load them on request, disposing them after scene transitions. We just went with the most dead-simple implementation that accomplished the job.
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