This reminds me of a talk by Mike Acton at Game Developers Conference way back in 2010 called Three Big Lies: Typical Design Failures in Game Programming. (gdcvault.com/play/1012200/Three-Bi...)
See 56:30 or Slide 55. "Where there is one, there are many". Mike says we generally design things for the common case which we view is "1" but the real common case is "more than 1".
I started writing software in 1984. Over the years I worked with many languages, technologies, and tools. I have been in leadership positions since the early 2000s, and in executive roles since 2014.
This reminds me of a talk by Mike Acton at Game Developers Conference way back in 2010 called Three Big Lies: Typical Design Failures in Game Programming. (gdcvault.com/play/1012200/Three-Bi...)
See 56:30 or Slide 55. "Where there is one, there are many". Mike says we generally design things for the common case which we view is "1" but the real common case is "more than 1".
Yes, exactly!