i began to write rogualike game (can not count which time maybe like 6
or 7) and i noticed yet what i noticed before
if you work on some codes when its small its liek linear mostly and this makes fast prograss but later, esp with some types of codes/programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in my
last case) and
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you ned
to jump to all this places (bookmarks may maybe partially help but only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be linear
but becomes like web or knot (?) (maybe it has name but im not readinch
much (any) of programming literature so i dont know)
its quite unfortunate situation
On 04/09/2026 18:59, fir wrote:
i began to write rogualike game (can not count which time maybe like 6
or 7) and i noticed yet what i noticed before
if you work on some codes when its small its liek linear mostly and
this makes fast prograss but later, esp with some types of codes/programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in
my last case) and
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you
ned to jump to all this places (bookmarks may maybe partially help but
only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be linear
but becomes like web or knot (?) (maybe it has name but im not
readinch much (any) of programming literature so i dont know)
its quite unfortunate situation
You can't spell. You can't work the shift key. You can't use punctuation.
I can't begin to imagine that any of your code actually compiles.
On 04/09/2026 18:59, fir wrote:
i began to write rogualike game (can not count which time maybe like 6
or 7) and i noticed yet what i noticed before
if you work on some codes when its small its liek linear mostly and
this makes fast prograss but later, esp with some types of codes/programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in
my last case) and
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you
ned to jump to all this places (bookmarks may maybe partially help but
only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be linear
but becomes like web or knot (?) (maybe it has name but im not
readinch much (any) of programming literature so i dont know)
its quite unfortunate situation
You can't spell. You can't work the shift key. You can't use punctuation.
I can't begin to imagine that any of your code actually compiles.
On 04/09/2026 18:59, fir wrote:
i began to write rogualike game (can not count which time maybe like 6
or 7) and i noticed yet what i noticed before
if you work on some codes when its small its liek linear mostly and
this makes fast prograss but later, esp with some types of codes/programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in
my last case) and
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you
ned to jump to all this places (bookmarks may maybe partially help but
only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be linear
but becomes like web or knot (?) (maybe it has name but im not
readinch much (any) of programming literature so i dont know)
its quite unfortunate situation
On 04/09/2026 18:59, fir wrote:
(It's not quite clear [to me] what some of your formulations mean.)
i began to write rogualike game (can not count which time maybe like
6 or 7) and i noticed yet what i noticed before
Are you saying that you wrote that many roguelikes already? - And
are still suffering from the below outlined situation?
if you work on some codes when its small its liek linear mostly and
this makes fast prograss but later, esp with some types of
codes/programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in
my last case) and
It appears to me that you seem to be omitting a design phase in your
software writing - I'm deliberately not saying software engineering -
and you might also not use appropriate paradigms (if not the "wrong" language, in the first place, given that you post in a C-newsgroup)
for a project like the one you currently do.
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you
ned to jump to all this places (bookmarks may maybe partially help
but only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be linear
but becomes like web or knot (?) (maybe it has name but im not
readinch much (any) of programming literature so i dont know)
It seems the word you are searching for is alike "spaghetti-code"?
Or are you referring to the fact that complex systems that interact
in many ways need a better structured, more robust design?
I made good experiences with using object oriented designs and some
language that supports it; given that you post in a C-newsgroup use
of C++ might be a more appropriate language choice. (Of course you
should be, or make yourself familiar with OO-design before starting
to program [just C-alike] in C++.)
Note also that it's not uncommon to refactor your code at the moment
you notice unwanted proliferation ("rank growth"); modularize your
code, with low-level functional building blocks, high-level semantic
classes, etc. (I may be telling you just the obvious, you may know
that already, I don't know, but yet you are still having such basic
problems? That's somewhat strange.)
On 04/09/2026 18:59, fir wrote:
(It's not quite clear [to me] what some of your formulations mean.)
i began to write rogualike game (can not count which time maybe like
6 or 7) and i noticed yet what i noticed before
Are you saying that you wrote that many roguelikes already? - And
are still suffering from the below outlined situation?
if you work on some codes when its small its liek linear mostly and
this makes fast prograss but later, esp with some types of
codes/programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in
my last case) and
It appears to me that you seem to be omitting a design phase in your
software writing - I'm deliberately not saying software engineering -
and you might also not use appropriate paradigms (if not the "wrong" language, in the first place, given that you post in a C-newsgroup)
for a project like the one you currently do.
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you
ned to jump to all this places (bookmarks may maybe partially help
but only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be linear
but becomes like web or knot (?) (maybe it has name but im not
readinch much (any) of programming literature so i dont know)
It seems the word you are searching for is alike "spaghetti-code"?
Or are you referring to the fact that complex systems that interact
in many ways need a better structured, more robust design?
I made good experiences with using object oriented designs and some
language that supports it; given that you post in a C-newsgroup use
of C++ might be a more appropriate language choice. (Of course you
should be, or make yourself familiar with OO-design before starting
to program [just C-alike] in C++.)
Note also that it's not uncommon to refactor your code at the moment
you notice unwanted proliferation ("rank growth"); modularize your
code, with low-level functional building blocks, high-level semantic
classes, etc. (I may be telling you just the obvious, you may know
that already, I don't know, but yet you are still having such basic
problems? That's somewhat strange.)
its quite unfortunate situation
I don't think that situation isn't under control of the individual
software writer; you could change that situation.
I'm not quite sure what you expect from your post. But you may find
some basic hints above to tackle your reported fundamental problems.
Janis
PS: I notice that for some reason "fir" is in my killfile, so don't
expect a reply unless your post is quoted by others (as was the case
here).
(in fact some may say i coud write function of hiting symmetric to this extent that hero and bots are the same structores so i could use one
code for two just put like hero at 0 index in array and all other
starting form 1 and above - but i decided to do it separatelly which im
not sure is good decison but its probably ok becouse if not i probably
would have problems becouse hero and npc's are not quite te same things
i began to write rogualike game (can not count which time maybe like
6 or 7) and i noticed yet what i noticed before
if you work on some codes when its small its liek linear mostly and
this makes fast prograss but later, esp with some types of
codes/programs when you add some functionality its like this
functionality, though logically it is one and 'cohesive' (? not sure
for this word) it is "spread" on many places in code (literally like
about seven in my last case) and
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you
ned to jump to all this places (bookmarks may maybe partially help
but only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be
linear but becomes like web or knot (?) (maybe it has name but im
not readinch much (any) of programming literature so i dont know)
i began to write rogualike game (can not count which time maybe like 6
or 7) and i noticed yet what i noticed before
if you work on some codes when its small its liek linear mostly and this makes fast prograss but later, esp with some types of codes/programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in my
last case) and
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you ned
to jump to all this places (bookmarks may maybe partially help but only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be linear
but becomes like web or knot (?) (maybe it has name but im not readinch
much (any) of programming literature so i dont know)
its quite unfortunate situation
Janis Papanagnou pisze:
no problem - its your funny problem..if you want to see an answer andOn 04/09/2026 18:59, fir wrote:
(It's not quite clear [to me] what some of your formulations mean.)
i began to write rogualike game (can not count which time maybe like
6 or 7) and i noticed yet what i noticed before
Are you saying that you wrote that many roguelikes already? - And
are still suffering from the below outlined situation?
if you work on some codes when its small its liek linear mostly and
this makes fast prograss but later, esp with some types of codes/
programs
when you add some functionality its like this functionality,
though logically˙ it is one and 'cohesive' (? not sure for this word)
it is "spread" on many places in code (literally like about seven in
my last case) and
It appears to me that you seem to be omitting a design phase in your
software writing - I'm deliberately not saying software engineering -
and you might also not use appropriate paradigms (if not the "wrong"
language, in the first place, given that you post in a C-newsgroup)
for a project like the one you currently do.
1) it is no way to denote it in code (though logically it should
2) the fact that you need to find that placeswhere to add it and you
ned to jump to all this places (bookmarks may maybe partially help
but only partially) is extremally wearing and extremally distracting
3) the situation has no name - that code as i said stops to be
linear but becomes like web or knot (?) (maybe it has name but im
not readinch much (any) of programming literature so i dont know)
It seems the word you are searching for is alike "spaghetti-code"?
Or are you referring to the fact that complex systems that interact
in many ways need a better structured, more robust design?
I made good experiences with using object oriented designs and some
language that supports it; given that you post in a C-newsgroup use
of C++ might be a more appropriate language choice. (Of course you
should be, or make yourself familiar with OO-design before starting
to program [just C-alike] in C++.)
Note also that it's not uncommon to refactor your code at the moment
you notice unwanted proliferation ("rank growth"); modularize your
code, with low-level functional building blocks, high-level semantic
classes, etc. (I may be telling you just the obvious, you may know
that already, I don't know, but yet you are still having such basic
problems? That's somewhat strange.)
its quite unfortunate situation
I don't think that situation isn't under control of the individual
software writer; you could change that situation.
I'm not quite sure what you expect from your post. But you may find
some basic hints above to tackle your reported fundamental problems.
Janis
PS: I notice that for some reason "fir" is in my killfile, so don't
expect a reply unless your post is quoted by others (as was the case
here).
you killfiled it (problems of your type fellows ;c )
no i started some but never finished them - i always have big ambitions
in rogualike topic (want some like say 5 times more complex as adom at
least in core mechanics, in that aspect maybe more complex than few
times)
im not even expect to finish it its just kinde interesting (for some reasons)
what i say its not my problem - i may jump many times and code its more
like general problem of programming..the problem which is rarely phrased
if any... (i know its not commonly phrased problem so in fact i dont to
much expect insightfull answer tbh, but some may comment on this_
design probably will not help as design of the game is quite good
i may even gave an example:
1) you have hero (which is commended by keypresses)
2) you have npcs/bots which are comended by simple alghoritm
i got code for punching - like complex routine where hero punches bots , other complex routine where bot punches fellow..
this punching code is working
now i wanted to add kicking
i must go to bot routine , then fellow routine (two different places)
i need to put fields on kicking in structures
like
˙˙˙ float kick_rate;˙ // 0.3 means 30% kick 70% punch
˙˙˙ float kick_strength; //relative to punch
˙˙˙ float kick_accuracy; //relative to punch
˙˙˙ float kick_time; //relative to punch
˙˙˙˙int kick_counter; //used to level up kicking
˙˙˙˙int punch_counter;
˙˙˙˙unsigned last_action; //denote kick to not allow kick after ick etc
then i need to feel it up in initalisations/initialisers
then yet i have HUD code which shows attack precision ad damege and
after kicking i got two dameges and precisions so i need also jump there
if i not forget something (and i could - in fact i got yet two other routines which are childs of the main ones - like those who update
damege and check for death)
so it shows there is 8 quite distant places i need to jump to add
kicking - i think design will not resolve this..this is just coding
reality that is wort to think about imo
(in fact some may say i coud write function of hiting symmetric to this extent that hero and bots are the same structores so i could use one
code for two just put like hero at 0 index in array and all other
starting form 1 and above - but i decided to do it separatelly which im
not sure is good decison but its probably ok becouse if not i probably
would have problems becouse hero and npc's are not quite te same things
so this is a kind of theoretical 'problem' (topic) here
i mnot sure if it is 'resolvable' becouse it would need some more
radical changes in approch to coding maybe
this is gearal problem asi imo linear codes are good codes and when yu
got such 'knots' or how to call it you are both much more worse to write
it (jumping is terribly distracting) yet also probably analising it
/Object Oriented Programming in C/, which I admit
I have not read yet, but have commenced in procuring myself a self-made hardcopy.˙ You can find the book at various places, I will link some,
and then a toolkit.
the stage of combinatorical and graph theoretic trou-
bles.˙ This is well known in the field of /interactive fiction/, for
which I recommend the T.A.D.S. III programming language and environ-
ment.˙ For a very, very good introduction to this fie
Janis Papanagnou wrote:
On 04/09/2026 18:59, fir wrote:
(It's not quite clear [to me] what some of your formulations mean.)
i began to write rogualike game (can not count which time maybe like
6 or 7) and i noticed yet what i noticed before
Are you saying that you wrote that many roguelikes already? - And
are still suffering from the below outlined situation?
Note also that it's not uncommon to refactor your code at the moment
you notice unwanted proliferation ("rank growth"); modularize your
code, with low-level functional building blocks, high-level semantic
classes, etc. (I may be telling you just the obvious, you may know
that already, I don't know, but yet you are still having such basic
problems? That's somewhat strange.)
Yes, there's refactoring and creating modular code, and also something I find effective from time to time is to completely start over from the beginning.
After everything I've learned from the previous go, this can sometimes
get put together quickly and is always more readable straightforward and correct. It's less of a hassle than it may sound like, but my programs
are usually 30K or less.
I do go in for modular code greatly, and you mentioned 6 or 7 of the
same thing, why couldn't that be made into a procedure?
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