I’m not sure if the name stems from the Baby Boomers or, like, “BOOM! Headshot!” Because Doom and even Wolfenstein were the games of my very millennial youth, and didn’t exist for most of most Boomer’s life time.
That said, my dad (who is a boomer) played the shit out of Doom and Heretic. But stopped when Quake came out and everything started centering around aiming with the mouse. He always used the mouse to move. 🤢
But seriously I think it varies by use case. “Tight” languages like golang, python, ruby, or most backends (other than Java)? Going over 80 is a bit of a smell. But if we’re talking about a React frontend? Then yeah, an 80 character limit is obnoxious.
Nah, Python is a little verbose at times, so 100 is a bit better, especially for longer comprehensions with an if clause. Our team uses keyword parameters pretty much everywhere, so a lot of regular function calls wrap even at our 120-line limit (I’m trying to push us toward positional-only args to keep it under control).
It really depends on the use case. Scripting? 80 should suffice. Writing a complete program with classes, methods in classes, calling methods of variables, chaining method calls… 80 is very punishing. Even 130 is punishing for some pyspark methods. To apply line limits , you end up dividing calls in separate lines, which in turn makes the whole file much, much larger. Doing to it for the times it happens in 130 lines is completely fine, but with 80 a 800 lines file would be converted to 2000 at minimum. That’s not good.
Well, you can’t do a headshot in Doom because there’s no vertical look. So it’s either a reference to older people (ok boomer) or the ridiculous explode-y weapons you get and the general feeling of blasting through hordes of baddies. I’m guessing it’s the older people term, since modern shooters look nothing like Doom.
True I think there was a big gap somewhere in the years between when o.g. 2.5d retro shooters like Doom, Blood, and Hexen players got used to moving with mouse look, and the people who played shooters like Quake, UT and counterstrike back in 2000-2005 where we aimed with the mouse and strafe run with the left and right keyboard buttons.
A few other hidden gems back in the day that I never got around to playing until years later after their prime time was probably Descent, System Shock and also AvP.
It comes from a few years ago. Some team making a boomer shooter weren’t sure what genre they wanted to advertise it as, since just plain “first person shooter” is saturated. One of them saw the original DOOM described on twitter as “some kinda boomer-ass shooter” and thought it was hilarious, so they went with it.
I’m not sure if the name stems from the Baby Boomers or, like, “BOOM! Headshot!” Because Doom and even Wolfenstein were the games of my very millennial youth, and didn’t exist for most of most Boomer’s life time.
That said, my dad (who is a boomer) played the shit out of Doom and Heretic. But stopped when Quake came out and everything started centering around aiming with the mouse. He always used the mouse to move. 🤢
I think it’s just because they’re old. I’ve got told “ok boomer” for complaining about lines of source code longer than 80 characters.
I mean, that’s the exact response it deserves.
Haha yeah I’ve seen the error of my ways.
But seriously I think it varies by use case. “Tight” languages like golang, python, ruby, or most backends (other than Java)? Going over 80 is a bit of a smell. But if we’re talking about a React frontend? Then yeah, an 80 character limit is obnoxious.
Nah, Python is a little verbose at times, so 100 is a bit better, especially for longer comprehensions with an if clause. Our team uses keyword parameters pretty much everywhere, so a lot of regular function calls wrap even at our 120-line limit (I’m trying to push us toward positional-only args to keep it under control).
It really depends on the use case. Scripting? 80 should suffice. Writing a complete program with classes, methods in classes, calling methods of variables, chaining method calls… 80 is very punishing. Even 130 is punishing for some pyspark methods. To apply line limits , you end up dividing calls in separate lines, which in turn makes the whole file much, much larger. Doing to it for the times it happens in 130 lines is completely fine, but with 80 a 800 lines file would be converted to 2000 at minimum. That’s not good.
120 is the limit for me. Anything longer is crazy pills.
Yeah if I have to turn on text wrapping to read the code, then something is seriously wrong.
That’s our team’s limit, but I still think that’s too long. I think 100 is a good compromise.
deleted by creator
My boomer relatives skipped over DOOM and Wolfenstein and got into Duke Nukem.
Niiiiice
Well, you can’t do a headshot in Doom because there’s no vertical look. So it’s either a reference to older people (ok boomer) or the ridiculous explode-y weapons you get and the general feeling of blasting through hordes of baddies. I’m guessing it’s the older people term, since modern shooters look nothing like Doom.
True I think there was a big gap somewhere in the years between when o.g. 2.5d retro shooters like Doom, Blood, and Hexen players got used to moving with mouse look, and the people who played shooters like Quake, UT and counterstrike back in 2000-2005 where we aimed with the mouse and strafe run with the left and right keyboard buttons.
A few other hidden gems back in the day that I never got around to playing until years later after their prime time was probably Descent, System Shock and also AvP.
Those were the days alright
It’s because they’re the boomers of the shooter world.
It comes from a few years ago. Some team making a boomer shooter weren’t sure what genre they wanted to advertise it as, since just plain “first person shooter” is saturated. One of them saw the original DOOM described on twitter as “some kinda boomer-ass shooter” and thought it was hilarious, so they went with it.