
Stop Treating Every Bug the Same Way
An update deadline was approaching and beta player reports were stacking up fast. Characters would suddenly start jittering, snapping to different positions mid-fight. It happened very rarely, but when it did it was catastrophic. We couldn't manage to reproduce it, yet videos were surfacing of players losing kills when it triggered at the perfectly wrong time. It was bad.
I was the fixer, the last line of defense to hitting our deadlines. Two other engineers had already spent days on it.
> Engineer A: "I'm not 100% sure but it HAS to be in one of these two functions. These are the only places we teleport the player like in the bug videos."
> Engineer B: "Honestly this is a wild one. I think it's a memory corruption or something nondeterministic. I doubt we'll find in time for the deadline."
I was confident going in. This was my role on the team, the last line of defense for bugs before a big release. But within hours, I had unknowingly stepped into the same trap they had.
Read More: Stop Treating Every Bug the Same Way




