I really like this approach because it’s a low-effort way to prioritize development.
I did this with the CPU for my GameBoy emulator: I picked a game I wanted to work and just kept implementing opcodes each time it crashed with an “opcode not implemented” error.
It's also a great approach to port games - replace all platform-specific code with assert(false) until it compiles and then fix the asserts as you encounter them until everything works.
I did this with the CPU for my GameBoy emulator: I picked a game I wanted to work and just kept implementing opcodes each time it crashed with an “opcode not implemented” error.