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I used Leo for a solo game project - AS3 code - made over the course of about a year. I also took some notes with it during the same time. It was over five years ago now. I don't remember all the details of what I did, but:

First of all, there were some encoding conflicts that were introduced when mixing Leo with other editors. When I go back to the project now, it doesn't compile because of the encoding errors. (It's fixable, I'm sure.)

Second, I had more classes than I needed. The secret to writing compact game code is - basically - to write few real classes and rely on plain old data and a large main loop. As it was, they were calling up and down some hierarchy, splitting pieces of the main loop into different classes, running a custom scripting language to drive AI, etc. I had all sorts of ill-considered ideas at the time and no real guidance. It wasn't a _tremendous_ amount of code(running a simple count again, 31,145 LOC with whitespace/comments and 22,372 without), and Leo documented what it all did, but the tool couldn't suggest why it was fundamentally rotten, it just added process on top. By the end I wasn't really using Leo, because it wasn't solving my problems.

Looking back on it now, I have a style that can more naturally accommodate a literary programming approach because I'm more likely to write a straight-line solution first. But I would not rely on an external tool again as I don't want the dependency.



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