Well, for one, my group doesn't work directly on game software. The game server software is, however, VERY complex to configure and our deployments are extremely hairy. I work for the group that automates that stuff. I usually sum up our jobs by saying we "write software to automate the administration of the online game servers."

I appreciate and agree with the importance of unit and functional testing. On my personal (more LAMP-like) projects, I follow the Rails paradigm and write tests.

However, the lack of "enterprise" (I hate the term, but it captures what I mean) database support in migrations has serious knock-on effects. While we *might* be able to kludge ourselves into being able to use them (through gigantic raw sql blocks), we haven't yet. As a result, a lot of built-in goodness goes away. Fixtures, for example. Which means testing is problematic. So no Capistrano either.

We might go back and kludge some (very non-portable) migrations together. But because of other aspects of the system (like network topologies, for example), it's hard to employ the three-databases-per- developer model of development that Rails uses.

Alex

On Mar 1, 2007, at 11:18 AM, Phlip wrote:

Alex Boster wrote:

I'm a Perl guy who recently converted to Ruby on Rails in December
after we gave up on Catalyst (the Perl "Rails-like" knockoff) for our
project at work (I work for Sony Computer Entertainment America in
Sorrento Mesa).  We are using Rails to build a web plus xml-rpc api
application server for internal use.  It's quite a large project and
we have only 3.5 developers.  Rails has been letting us work about
twice as fast as we would have been able to in Perl.  (Not to mention
I'm VERY happy working in Ruby...)

Are you using the unit test layer?

Sony's thought leaders need to think about how stable game development
would be if all their games had such a layer...

--
 Phlip
 http://c2.com/cgi/wiki?ZeekLand  <-- NOT a blog!!
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