For my own part, I try to be as good as reasonably possible, and give things names as telling as possible. That is because I am dumb and after looking at stuff after a year so I don't wont to be reminded of that by having to curse the derp who wrote that :-)
Example (C++, but really doesn't matter):
class quadtree {
public:
// TODO Use the heightmap manager.
quadtree( const simple_heightmap *const hm );
virtual ~quadtree();
// Create the tree from settings raster size.
bool create();
void cleanup();
inline const node *get_all_nodes() const { return m_all_nodes; };
inline unsigned int get_node_count() const { return m_node_count; };
void lod_select( lod_selection *selectlion ) const;
private:
unsigned int m_top_node_size{0};
unsigned int m_top_node_count_x{0};
unsigned int m_top_node_count_z{0};
unsigned int m_node_count{0};
node *m_all_nodes{nullptr};
node ***m_top_level_nodes{nullptr};
// TODO this will be handled by the heightmap manager.
const simple_heightmap *const m_heightmap{nullptr};
void debug_output_nodes() const;
};
There is a chapter in the Godot documentation with guidelines and conventions for naming. Though I clenched my fists when it came to mixing snake_ and CamelCase, imo it is really wise to consequently follow some rules.
Makes life so much more worth living :-)