Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


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alex made a post on reddit saying showing this picture to hint the new models 9 months ago. pretty weird that he hasn't said anything else about it even though it seems to be a pretty big change to the game. idk if things are going well with the model maker lol
 
View attachment 2122784
alex made a post on reddit saying showing this picture to hint the new models 9 months ago. pretty weird that he hasn't said anything else about it even though it seems to be a pretty big change to the game. idk if things are going well with the model maker lol
Alex probably can't add them into the game, because they fuck over old animations and he has 0 idea how to fix it. People were making new models for him before and he didn't add them either.
 
Is it just me or does his edgy goth waifu OC resemble Rayne from the Bloodrayne games?
View attachment 2124414
Yes, people compared her to Bloodrayne/Ruby Rose from RWBY or some Cassie from another game I can't remember.

Ok, guys, I am about to be done with some crucial part of my research, so here is what I want to ask you - what thing do you want me to talk about next? It's either Alex's early days as a streamer, the history of YS threads on 4chan (I would've made one about 8chan too, but I wasn't able to find any functioning archive, unsurprisingly, hit me up if you know some) or my attempt at proving Sisefs' story.

It's gonna take time, yes, but I think I will be able to finish it on weekend, Monday is the deadline.
 
The area that's been the least covered before I think is Alex's failed attempt to make a famous streamer career.
Oh, that's as tragic and hilarious as his attempts at playing "real big boy game developer". Sadly, no videos were saved from that time, since he streamed on Mogulus, later renamed into livestream.com. Damn, and I thought hitbox was old.
 
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alex made a post on reddit saying showing this picture to hint the new models 9 months ago. pretty weird that he hasn't said anything else about it even though it seems to be a pretty big change to the game. idk if things are going well with the model maker lol
Maybe its just me, but I thought right away these weren't 3D models and in fact was just blurred out drawn concept art. I think its super obvious too. This is concept that never got anywhere because the only "model" in the files thats been shown (by him and kgon) looks like none of these.
 
Content on Alex's early streaming days does seem to be lacking. I remember hearing of a few clips showing interactions with his parents but I never managed to find them in this thread. The ones in particular that come to mind are the one where his father asked him for help with something, but Alex rudely tells him off, and another where his mom comes in with tendies as he's streaming. Those two might be more recent depending on how early you mean, though.
 
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Maybe its just me, but I thought right away these weren't 3D models and in fact was just blurred out drawn concept art. I think its super obvious too. This is concept that never got anywhere because the only "model" in the files thats been shown (by him and kgon) looks like none of these.
I think, you are right, since there are clearly two sets of images. I doubt, Alex would add two sets of models.

depending on how early you mean
In the beginning, 2009-2011, but if you manage to find anything entertaining from his pre-YandereDev days i.e. before 2014, I will gladly add that.
 
About the models:

They aren't concept art, 4 models actually exist Alex just hasn't added them to the game for whatever reason. One can be seen in the demo credits as a "proof of concept" where he states that if you contribute to his ebegging campaign he will update the models, and another one was discovered by the people on r/Osana (I know, I know, we hate them) to be modelled by Druelbozo as cover art for the music of a composer known as "Only Wednesday" who apparently does the music for YanSim. The other 2 remain a mystery to this day.
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Ok, I've promised a post about Alex's "fighting game" prototype, so here we go.

First things first, for some reason (I'm looking at you, Romel) people think, that Alex nagged Mike with his Lunar Scythe v-slice-alpha-prototype, but that's not true and you can guess it from the chat alone.



And so on. Lunar Scythe looks more like a beat-em-up or slasher and I think, Mike Z could've told one from the other. Also, if they indeed were talking about Lunar Scythe, then the dates make no sense - this chat is dated November 20, 2013, but Alex made a thread about Lunar Scythe on SkullGirls forum on January 5, 2014 and then posted gameplay on a separate channel a day later. Why would he do this two months after Mike Z "trashed his game"?

Furthermore, one little thread from /v/ made on November 12, 2013 suddenly makes much more sence.
View attachment 2097988
Imagine comparing yourself to CWC of all people...

Yep, a week prior to that chat Alex tried to ask /v/ if they suck his dick for a good game. You can't make this shit up! I really don't think it could be someone else who tried to troll /v/ by pretending to be him, because A - this shit is usually more upfront, B - they would bump that thread with pictures of Alex's face.

Moving on! If you think, that Alex just walked into Mike's IRC chat, got BTFO and left, then boy, oh, boy, if I have some news for you. because according to this thread...
View attachment 2098002

Yeah, Alex tried his best least worst to hype that shit. Also, according to the same thread, his meltdown wasn't exclusive to the IRC alone.
View attachment 2098006

Now to the chat itself. For some reason, people recall it as "oh, Alex showed Mike his shitty game and asked for asspats, got BTFO and became bitter towards him", when in reality it's 100 times more hilarious. Some quotes from it are like fine wine and got only more true, even though that prototype was fucking dead for years.



No word about /v/? Alex, I am dissapointed. Remember, what I've said about what the reasons for something like this should be? I'll remind you:


Alex took this to heart and shortly after started terrorizing /v/ with Lunar Scythe, but that's a story for another day.


Well. considering all the people he's banned...


So true.


Why the hell would you show it then?


Well, what else should be there? Heart? Soul? Love for asspats?


Oh, not "now", but they will.


That's some incredible foreshadowing.


Guess, Mike will never be impressed.


Well, close enough - Alex was twenty fucking five during that chat!


Yep, it seems that Alex was basically emulating experience his volunteers would have with him for almost three weeks in Mike's IRC chat. He also showed one of the traits, he is gonna be showing all the time in the future:


That's right - plagiarism! He literally asked Mike to show him how to code his engine! But after some short grilling:


Remember, this guy called Mike his inspiration and this is how he talks to him.

But let's move to the real fun part:






CAN YOU GUESS WHAT GAME HAS ALL OF THESE PROBLEMS? I'll give a hint from one of the earliest YS threads on /v/:
View attachment 2098091
You don't fucking say you can't write a game engine, Alex. Also, remember that little chat from OK cupid, dated Aug 28, 2011, two years before that one?



Well, what can I say?


Mike, you fought bravely, but the autism was just too strong.

All of you remember how exactly Alex portrayed this in his head. (CAUTION: EXTREME LEVELS OF SIMPING)
View attachment 2098123

However, what you may not know is the fact that some anons (or Alex's goons from his chat/Alex without a tripcode) guessed it was Mike Z right there!
View attachment 2098131

Imagine simping so hard for a fucking ragdoll test!
Does anyone know what he means about using spreadsheets instead of a state machine? Is he actually using a spreadsheets to keep track of all of his if/else statements so they don’t interact with each other? I’ve never heard of this
 
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Does anyone know what he means about using spreadsheets instead of a state machine? Is he actually using a spreadsheets to keep track of all of his if/else statements so they don’t interact with each other? I’ve never heard of this
I guess so. That would explain why Student_Script is such a mess - the game checks ALL the conditions. For every student. Each frame. I also remember that instead of making "dead" into a separate state, he made it as just a property, so you could encounter a bug, where stabbed student lays on the ground, but still reacts to your actions.

Also, on the topic of programming. My knowledge of it is very basic, but I still want to make section about it. I have a collection of posts where people explain why this shit is no good, but otherwise I can't do much, so what should I do. I thought about making a thread in Internet and Technology board, but I'm really not sure about this idea.
 
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Honestly, discussing Alex's code is such a circle jerk. Since, there isn't an objective standard to judge someones code by.

Most people, myself included, consider Alex's style of coding unorthodox/bad but many legendary programmers like Jon Blow and John Carmack write in unorthodox styles. In the end, I don't see the point in sperging about coding style """if""" it gets the job done.

Many people express performance concerns when evaluating Alex's code. However they commonly backup their performance concerns with stylistic critiques. Such as, the infamous if-else sperging. The thing is, and what people don't realize is, the computer doesn't execute the code Alex writes. The compiler has to translate his C# code to machine code -- code that a cpu can run. During the translation, many optimizations are made, such as, long if-else chains can be replaced with faster performing jump tables. At the end of the day, a computer program is a long list of instructions a cpu must execute. No matter how many functions or files you split your code into, it still get smashed into one executable as a long list of instructions to be executed. Both Blow and Carmack advocate for longer functions and large files, arguing it makes programming easier and actually increases performance.

Now does that mean you can write any old program and have the compiler make it run fast? Of course not! The compiler can only try and find faster ways to compute what it was asked to compute. Thus, spawned the "computer-science" field of "data-structures and algorithms". As as side note, a lot of bullshit comes out of this field, but it has a few good core concepts, unfortunately some people hopped up on their own farts ran way to far with those concepts. I digress. If you need to increase performance beyond what the compiler can do, there are some simple ways to achieve that.
  1. Don't do unnecessary work - If something is expensive to calculate and you don't need it, don't calculate it.
  2. Cache results - If something is expensive to calculate, save the result and use the saved result multiple times instead of calculating it multiple times.
  3. Alternate algorithms - Find a different way to achieve the same or a similar result that requires less work.
A list that is likely to simplistic to be of practical use day to day but a programmer can look through their code trying to find things they're accidentally calculating that aren't needed or things that can be cached and reused. Certainly there are more ways to optimize code for example; multi-threading, use of modern processors' features, rewriting in a faster programming language or not using a shit engine, haha. Going back to the simplistic list and what I said about compilers, I hope you can see, at the most basic level a programmer decides what needs to be calculated and the compiler finds faster ways to calculate those things. Further, I hope you can see, coding style has little to do with choosing what work needs to be done and therefore programming style has little to do with performance.

So the obvious question becomes "Ignoring Alex's programming style, is his code efficient in choosing what work to be done" and the answer is: it doesn't matter!
Let me ask you this, what monitor resolution are you read this on right now? Likely 1920x1080, because that is the most common resolution in 2021. A 1920x1080 monitor has over two million pixels -- wow! If you are watching a 1080p video at 60 fps, your cpu must perform over 64 million pixel operations per second. Whatever work must be done per pixel, it had better be fast. Now going back to Alex, yansim has around 100 students and teachers when combined. Even if he has some atrocious update function that is called every frame... well guess what, those 2 million pixel operations also have to happen every frame. The thing is computers are fast, like really fast. And anything that is operating at even a thousand times a frame is happening at the engine level. Things like collision checks where each moving object has to check which of potentially thousands of triangles it has collided with. Those engine level operation are supposedly optimized by the professionals working at Unity and we can expect those things to be very performant, haha. Seriously though, you can write some pretty dumb code in unity and still have good performance. Simply because, the engine is multi-threaded, auto caches calculations behind your back and uses other advanced optimization techniques. Further, the code you write will only be executing for a fraction of the time the core engine's code will be executing so doubling the performance of your code will only marginally decrease total time taken to run a frame. Therefore, I don't think if you cleaned up the student script it would offer much performance gains.

Now, another concern with his programming style relates to his ability to work with it. Writing bad code can be hard to read, hard to change, hard to update and hard to bug fix. I'm not making any statements to support those claims just trust me. ;) We know progress of the game has been slow and that it's had more than its fair share of bugs when compared to other games. We can speculate as to whether those problems are fueled by his programming style, I would say a likely contributor, but we can only speculate. If Alex feels his code is written best to suit his preferences then so be it.

I'm not convinced the performance issues with yansim aren't largely if not entirely due to unity itself. Don't get me wrong, the rig needed to get 60 fps is absurd. However, meshes don't have proper LODs and are made by voleneers who don't optimize them very well. It's reasonable to expect poor performance when in development, at most studios they develop games on rigs with quadruple the sepecs of their launch target. Because, until all the optimizations are done, at the end of development, the game will be slow.
However, If the performance issues are the fault of Alex's code, then I believe it's because he's not using the engine correctly -- and trying to using the engine properly is dumb! At least at one point in time, moving UI elements in Unity was so atrocious it was better to move the whole world instead. Eg. if Mario moves 10px to the right, instead of moving Mario, the camera, and the UI 10px to the right, you would move the whole world 10px to the left. Nobody writes a game like that, you would need code executing on every object in the world moving it based on player input and need to keep all those object moving in sync. Yeah, Unity is a beast I don't think anyone can tame.

Overall, I would love to get my hands on his project, try to optimize it and see what the real performance issues are. I'd even do it for free! Until then, all I can do is speculate. All anyone can do is speculate, and holy shit, speculating about Alex's code really brings out the autism in people.
If you want to include a part about Alex's code in your documenting, I'd suggest just documenting all the common critiques and all the well backed critiques. Then, let the readers decide for themselves which critiques are valid and if Alex's code is bad or not and what makes it bad or not.
 
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Most people, myself included, consider Alex's style of coding unorthodox/bad but many legendary programmers like Jon Blow and John Carmack write in unorthodox styles. In the end, I don't see the point in sperging about coding style """if""" it gets the job done.
1. You're a retard. There is absolutely an objectively best way to write something. You're describing Minimum Viable Product, which isn't even "getting the job done".
2. His programming demonstrates a total lack of fundamental understanding. You should not be storing data in a conditional like he does. That belongs in a data file which is accessed by a system.

See, when you're right, you don't need 10 paragraphs to explain it.
 
If you are watching a 1080p video at 60 fps, your cpu must perform over 64 million pixel operations per second. Whatever work must be done per pixel, it had better be fast.
Wrong. CPUs are fast, but they arent fast enough to do 64million operations in 16ms. That would require a speed of 3.84 Gigahertz, and that only if every pixel requires only 1 instruction. Thats why GPUs exist.
Did you know that GPUs don't support IF statements? For performance reasons I hear...

The compiler can only try and find faster ways to compute what it was asked to compute
Yeah it can try. But like the saying goes "you can't polish a turd". Badly written code will execute slowly and buggy, no matter what the compiler does.

His programming demonstrates a total lack of fundamental understanding. You should not be storing data in a conditional like he does. That belongs in a data file which is accessed by a system.
That is what that skullgirl-guy meant by "spreadsheet". The games configuration should be in a spreadsheet and not in code. YanSim actually does that to a limited extend, with students.json. It defines every students routine and attributes.

I'm not convinced the performance issues with yansim aren't largely if not entirely due to unity itself (meaning not code related)
Yeah the performance benchmark videos others have done proof this. Maybe his game isnt bottlenecked by his code, but the development (*cough* 6 years *cough*) is.

The problem with hard coding a simulation is combinatorial explosion.

Imagine creating a new student, lets called her Kiwa, in yandere sim.
She is designed to go to the cafeteria and talk with a friend.

But what if on the way Kiwa sees a corpse? Kiwa shouldn't just ignore that. She should get a teacher to help. So you add an if for that.

But what if the player removes the corpse, while Kiwa gets a teacher? The teacher should act different if the corpse is gone. But it should matter how much the teacher trust Kiwa. So you add few ifs for that.

But what if all teachers are dead? Kiwa should probably call the police then. So you add an if for that.

But what if the player stole Kiwa's phone? She should just run away then. So you add an if for that.

But what if Kiwa is seen near the corpse by another student and is deemed suspiciuos? The other student should try to question Kiwa, but only if it isn't obvious who was the killer. Also the relationship between the student and Kiwa should matter and what personality type the student has. So you add a bunch of ifs for that.

But what if the player uses a radio to distract Kiwa while she is looking for a teacher? She shouldn't care about a radio when more important things are at hand. So you add an if for that.

But what if...

Yandere Simulator has been developed like that. Every new feature creates a ton of new but what if? scenarios that YanDev all tried to hard code into the game. Obviously he misses a ton of what ifs. Nobody can keep track of all the scenarios that could happen with this many features.

His bugfixes reflect his hardcoding approach. He misses a lot of what ifs scenarios.

- It is no longer possible to report a corpse to a teacher if you are currently bloody/insane, or if a student has just taken a photograph of you committing murder.
- Fixed bug that would cause Raibaru to stand at the location of Osana’s death and talk to the air, if Osana was killed while she wasn’t present.
- Fixed bug that caused Osana to float up in the air if her phone was stolen on Thursday and it wasn’t given back to her until after 4:00 PM.
 
SpyC, you have no clue what the hell you are talking about and that is obvious. Stop spewing shit out of your ass and start sewing it shut.

Coding entirely depends on how you structure it. Instead of running the same script on all NPC's, it should be instanced so there is only one script active, shared across all NPC's.

The problem with Yandere Simulator is also the lack of instancing and having all code contained within one script. On top of that non of the 3D assets have been instanced as they all are static meshes. Alex's peanut brain does not understand what the static mesh option does. He turns it on only because he heard it from a 5 minute video from a fucking toddler spewing bullshit like you do.
 
Honestly, discussing Alex's code is such a circle jerk. Since, there isn't an objective standard to judge someones code by.

Most people, myself included, consider Alex's style of coding unorthodox/bad but many legendary programmers like Jon Blow and John Carmack write in unorthodox styles. In the end, I don't see the point in sperging about coding style """if""" it gets the job done.

Many people express performance concerns when evaluating Alex's code. However they commonly backup their performance concerns with stylistic critiques. Such as, the infamous if-else sperging. The thing is, and what people don't realize is, the computer doesn't execute the code Alex writes. The compiler has to translate his C# code to machine code -- code that a cpu can run. During the translation, many optimizations are made, such as, long if-else chains can be replaced with faster performing jump tables. At the end of the day, a computer program is a long list of instructions a cpu must execute. No matter how many functions or files you split your code into, it still get smashed into one executable as a long list of instructions to be executed. Both Blow and Carmack advocate for longer functions and large files, arguing it makes programming easier and actually increases performance.

Now does that mean you can write any old program and have the compiler make it run fast? Of course not! The compiler can only try and find faster ways to compute what it was asked to compute. Thus, spawned the "computer-science" field of "data-structures and algorithms". As as side note, a lot of bullshit comes out of this field, but it has a few good core concepts, unfortunately some people hopped up on their own farts ran way to far with those concepts. I digress. If you need to increase performance beyond what the compiler can do, there are some simple ways to achieve that.
  1. Don't do unnecessary work - If something is expensive to calculate and you don't need it, don't calculate it.
  2. Cache results - If something is expensive to calculate, save the result and use the saved result multiple times instead of calculating it multiple times.
  3. Alternate algorithms - Find a different way to achieve the same or a similar result that requires less work.
A list that is likely to simplistic to be of practical use day to day but a programmer can look through their code trying to find things they're accidentally calculating that aren't needed or things that can be cached and reused. Certainly there are more ways to optimize code for example; multi-threading, use of modern processors' features, rewriting in a faster programming language or not using a shit engine, haha. Going back to the simplistic list and what I said about compilers, I hope you can see, at the most basic level a programmer decides what needs to be calculated and the compiler finds faster ways to calculate those things. Further, I hope you can see, coding style has little to do with choosing what work needs to be done and therefore programming style has little to do with performance.

So the obvious question becomes "Ignoring Alex's programming style, is his code efficient in choosing what work to be done" and the answer is: it doesn't matter!
Let me ask you this, what monitor resolution are you read this on right now? Likely 1920x1080, because that is the most common resolution in 2021. A 1920x1080 monitor has over two million pixels -- wow! If you are watching a 1080p video at 60 fps, your cpu must perform over 64 million pixel operations per second. Whatever work must be done per pixel, it had better be fast. Now going back to Alex, yansim has around 100 students and teachers when combined. Even if he has some atrocious update function that is called every frame... well guess what, those 2 million pixel operations also have to happen every frame. The thing is computers are fast, like really fast. And anything that is operating at even a thousand times a frame is happening at the engine level. Things like collision checks where each moving object has to check which of potentially thousands of triangles it has collided with. Those engine level operation are supposedly optimized by the professionals working at Unity and we can expect those things to be very performant, haha. Seriously though, you can write some pretty dumb code in unity and still have good performance. Simply because, the engine is multi-threaded, auto caches calculations behind your back and uses other advanced optimization techniques. Further, the code you write will only be executing for a fraction of the time the core engine's code will be executing so doubling the performance of your code will only marginally decrease total time taken to run a frame. Therefore, I don't think if you cleaned up the student script it would offer much performance gains.

Now, another concern with his programming style relates to his ability to work with it. Writing bad code can be hard to read, hard to change, hard to update and hard to bug fix. I'm not making any statements to support those claims just trust me. ;) We know progress of the game has been slow and that it's had more than its fair share of bugs when compared to other games. We can speculate as to whether those problems are fueled by his programming style, I would say a likely contributor, but we can only speculate. If Alex feels his code is written best to suit his preferences then so be it.

I'm not convinced the performance issues with yansim aren't largely if not entirely due to unity itself. Don't get me wrong, the rig needed to get 60 fps is absurd. However, meshes don't have proper LODs and are made by voleneers who don't optimize them very well. It's reasonable to expect poor performance when in development, at most studios they develop games on rigs with quadruple the sepecs of their launch target. Because, until all the optimizations are done, at the end of development, the game will be slow.
However, If the performance issues are the fault of Alex's code, then I believe it's because he's not using the engine correctly -- and trying to using the engine properly is dumb! At least at one point in time, moving UI elements in Unity was so atrocious it was better to move the whole world instead. Eg. if Mario moves 10px to the right, instead of moving Mario, the camera, and the UI 10px to the right, you would move the whole world 10px to the left. Nobody writes a game like that, you would need code executing on every object in the world moving it based on player input and need to keep all those object moving in sync. Yeah, Unity is a beast I don't think anyone can tame.

Overall, I would love to get my hands on his project, try to optimize it and see what the real performance issues are. I'd even do it for free! Until then, all I can do is speculate. All anyone can do is speculate, and holy shit, speculating about Alex's code really brings out the autism in people.
If you want to include a part about Alex's code in your documenting, I'd suggest just documenting all the common critiques and all the well backed critiques. Then, let the readers decide for themselves which critiques are valid and if Alex's code is bad or not and what makes it bad or not.
This reminds me of when moviebob tried to say there was no right way to code, and compared it to how the Beatles couldn’t read sheet music.

Also readability usually leads to bugs. That why his game is a mess. State machines condense code into smaller chunks and isolate what you’re working on. I’ve already sperged about this before in the thread so I’m not gonna do it again.
 
His programming demonstrates a total lack of fundamental understanding.
It's hard to have one, when he didn't try to move past 'if/else" operators. I am not joking.
ALEX TALKS ABOUT HIS IFELSE.PNG


And with all that he thinks he is a gifted programmer.
IVE PUT ALL MY POINTS INTO CODING.PNG


Sorry for little spoilers for YS threads arc.
 
<SNIP>
Many people express performance concerns when evaluating Alex's code. However they commonly backup their performance concerns with stylistic critiques. Such as, the infamous if-else sperging. The thing is, and what people don't realize is, the computer doesn't execute the code Alex writes. The compiler has to translate his C# code to machine code -- code that a cpu can run. During the translation, many optimizations are made, such as, long if-else chains can be replaced with faster performing jump tables. At the end of the day, a computer program is a long list of instructions a cpu must execute. No matter how many functions or files you split your code into, it still get smashed into one executable as a long list of instructions to be executed.
<SNIP>
I feel like I've seen this argument before. I'm pretty sure all of these arguments were once in a Youtube video, but it turns out that the creator was a YanDev simp. I'm sure someone else can find the video I'm thinking of because it eludes me. Either way, this is retarded. Yes, the compiler translates code and makes optimizations, but you cannot rely on the optimizations the compiler makes. If you write shitty code, you cannot be surprised if the computer polishes your turd and it runs like shit or doesn't operate as expected.

Honestly, discussing Alex's code is such a circle jerk. Since, there isn't an objective standard to judge someones code by.

Most people, myself included, consider Alex's style of coding unorthodox/bad but many legendary programmers like Jon Blow and John Carmack write in unorthodox styles. In the end, I don't see the point in sperging about coding style """if""" it gets the job done.
Both Blow and Carmack advocate for longer functions and large files, arguing it makes programming easier and actually increases performance.
OK but you're wrong. There is an objective standard to judge someone's code by. I'm not going to pretend to be an expert, but literally one of the big things hammered down people's throats when they learn computer programming is about the code standards because it's super important. Every coding language under the sun follows coding conventions because it's just simply retarded not to. Coding standards ensure that code is consistent, which makes it easier to read and debug. It literally doesn't matter if Alex is making code that only he will see because he has thrown around multiple times that he wants a professional to help him. A professional might be able to read whatever bullshit he writes, but at the end of the day, his shit is confusing and hard to read and it's going to take someone special to understand what the fuck he's doing. Other than the fact that Alex is really lazy, he clearly has trouble with his own code, having to constantly patch problems his shitty code produces. He has made the problems worse for him than he had to.

Also, longer functions and large files go against coding standards. Longer files take longer to open, will take more time to compile, and are overall more intimidating to read. You also will not be able to re-use code and update code as easily because instead of having a file dedicated for a function or a set of functions, you have to dig it up from whatever clusterfuck large file you have and update it there. Pray to god you didn't just copy-paste the code into another file and that it totally won't cause problems either. Additionally, you can't just unload the function at will if it is inside of a really big fuckoff script. Again, not an expert, but at least in Python and at least with programming Discord bots, I can unload scripts, update them, and reload them without shutting down the bot. I don't know if that's not present in other languages, but it's a really big convenience for me.

Saying that, "John Carmack and John Blow advocate for doing things outside of standards," is so misguided because BOTH are men in their 50s that have more programming experience than Alex has been alive. You just can't compare the two. Alex is inexperienced and both Johns have 30+ years of experience behind programming. They probably have a very specific reason for being stuck in their ways. They are also going to have unorthodox styles because they are from a time where computer programming was a little bit more wild west than it was today. Both Johns might produce better code than someone brand new that follows coding conventions, but maintaining it is most likely going to be more challenging.

This reply is getting very long, but dude you produced 10 paragraphs of complete bullshit that ignores lesson 1 in most computer programming classes. There's so much to unpack here and I'm sure the other coding bro Kiwis will be happy to take turns punching at the stupid shit you've said. You seriously need to go back to school if you don't understand the fundamentals of coding standards, which it is super clear you don't.
 
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