Coding for the sake of elegance January 4, 2010 cliffski I’m working on campaign stuff for a future (long way off) GSB expansion pack. Right now, when the player clicks the battle screen to show the missions, there is an extra “campaigns” tab, and when that screen is initialised, the game currently loads in all the campaign data, including data for all the encounters within each campaign. That doesn’t take very long tbh, it’s fairly negligible, even in debug mode. Yet I am determined to fix it. I can just load the campaign name, and only bother loading further data if that campaign gets selected, and the player goes to the next screen. Otherwise, I’m wasting time. Back in the days of the ZX81, that sort of delay would be very long, slow and totally unacceptable. It would be hugely wasted processing to load any data you didn’t really need, regardless of how much effort it took or complexity was involevd to avoid it. These days, it really doesn’t matter so much. We have more than 1k of RAM, we have more than a million times as much. And yet it still bugs me. The code is inelegant, and I must fix it. Like most games programmers > 30 years old, I’ll never shake that desire to code ‘close to the metal’ and get as much performance as I can, even in fairly unimportant scenarios like this. Maybe it’s a good thing? Maybe thats why GSB surprises people sometimes in how well it runs on crappy old PC’s :D.