Noel

Independent game designer and programmer. Created Subterfuge, Casey's Contraptions, Flower Garden. Runner. Cyclist. Nature enthusiast. Magic addict. @noel_llopis.

Stepping Through the Looking Glass: Test-Driven Game Development (Part 3)

After reading the first two parts of this article, you should have enough information to strike boldly and apply test-driven development to your projects. At first you’re likely to find that the road is somewhat rough and bumpy, though. How do you break up this module into something testable? How can you prevent your tests from becoming a burden to maintain? What exactly should you test?

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Stepping Through the Looking Glass: Test-Driven Game Development (Part 2)

Part 1 of this article provided just a glimpse of what was behind the looking glass. Now we’re ready to dive in all the way and look at how we can apply test-driven development to games. Be warned: the looking glass is very much one-way only. After you try this, you might become test infected and may never be able to go back and write code the way you’ve done up until now.

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Stepping Through the Looking Glass: Test-Driven Game Development (Part 1)

If you’re a typical game developer, you probably don’t write any tests for the code you create. So how would you feel about not just writing tests, but creating them before the code they are testing? What if I told you those tests don’t even verify that the code you write is correct? “It’s madness,” you might say; “it’s all backwards!” Not really. It all makes sense in its own way. Follow me through the looking glass and I’ll show you the wonderful upside-down world of test-driven development and how we can apply it to games.

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