If you are a software developer working in the video game industry and wondering what else you could do to improve the quality of your product or make the development process easier and you don't use static analysis – it's just the right time to start doing so. You doubt that? OK, I'll try to convince you. And if you are just looking to see what coding mistakes are common with video-game and game-engine developers, then you're, again, at the right place: I have picked the most interesting ones for you.

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One of the best ways to prove that static analysis is a useful method is probably through examples showing it in action. That's what the PVS-Studio team does while checking open-source projects. After publishing of various articles, we compiled our top-10 mistakes from the program code in the video-game industry, and now we suggest you read this article - https://www.viva64.com/en/b/0570/

List of projects considered in the article:

  • X-Ray Engine
  • CryEngine V
  • Space Engineers
  • Quake III Arena GPL
  • Unity
  • Godot
  • Doom 3
  • Xenko
  • Unreal Engine 4


Although video-game development includes a lot of steps, coding remains one of the basic ones. Even if you don't write thousands of code lines, you have to use various tools whose quality determines how comfortable the process is and what the ultimate result will be. Static analysis is a very useful tool when developing, and one more option to help you improve the quality of your code (and thus of the final product).