Right, but at the same time what Carmack considers quality code may well be considered low quality by non-game devs because it's too complex, too magical, not documented enough or whatever. Context matters; some code is one game developers beauty; while it's some other developers nightmare.
I'm not a game developer, but I've worked with enough game developers to realize they have a completely different mindset and point of view from mine. It doesn't make them wrong, and it doesn't make me wrong either, it's just that – different points of view, different contexts, different constraints. I have immense respect for game developers.
I'll play Battlefield 1 or Horizon Zero Dawn and marvel that they can get a stable 60 or 30 FPS despite seemingly infinite complexity, all the while I'm struggling to filter a grid with 250 rows in a web browser...
You're absolutely right – no one knows better where to sacrifice quality (whatever that means) for dev time or performance, than game devs.
I'm not a game developer, but I've worked with enough game developers to realize they have a completely different mindset and point of view from mine. It doesn't make them wrong, and it doesn't make me wrong either, it's just that – different points of view, different contexts, different constraints. I have immense respect for game developers.
I'll play Battlefield 1 or Horizon Zero Dawn and marvel that they can get a stable 60 or 30 FPS despite seemingly infinite complexity, all the while I'm struggling to filter a grid with 250 rows in a web browser...
You're absolutely right – no one knows better where to sacrifice quality (whatever that means) for dev time or performance, than game devs.