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Feb 6, 2022 at 3:25 history edited VoiceOfUnreason CC BY-SA 4.0
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S Jul 23, 2019 at 16:58 history edited VoiceOfUnreason CC BY-SA 4.0
Correct spelling errors
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S Jul 23, 2019 at 16:58
Jul 23, 2019 at 10:20 vote accept Maloooo
Jul 22, 2019 at 13:30 history edited VoiceOfUnreason CC BY-SA 4.0
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Jul 22, 2019 at 13:14 comment added herby Just a small nitpick - Mocks are scary (because they test much more implementation than behaviour and as such are brittle), but one should not be dissuaded from using more simple kinds of Test Doubles, mainly Stubs (as those two are often misunderstood as being two names for the same thing).
Jul 22, 2019 at 13:03 history edited VoiceOfUnreason CC BY-SA 4.0
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Jul 22, 2019 at 12:59 comment added Ant P This is a good answer - and can also be applied to working with engines like Unity - where your MonoBehaviour would be a mini I/O wrapper (events in, behaviour out) around logic for a particular game component. The key lies in making those wrappers as thin as possible so they deal only with the "impure" outside world and map cleanly to a "pure" test-driven model. After that it's just plain old TDD.
Jul 22, 2019 at 12:53 comment added Maloooo Thanks for the reply. So if I understand correctly, you are saying that I started from the "smaller" classes that are composing the Game, instead of starting from the Game itself. I agree, I did that because I was stuck with this Run() problem. The other thing you are suggesting is basically use an external logic passed through the game (that can be mocked) to see if the game behaves in a certain way based on what is set on that logic. Is that correct?
Jul 22, 2019 at 12:45 history edited VoiceOfUnreason CC BY-SA 4.0
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Jul 22, 2019 at 12:38 history answered VoiceOfUnreason CC BY-SA 4.0