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The harsh truth of video games programming

175 pointsby shantnutiwariover 3 years ago

43 comments

psycover 3 years ago
More like &quot;The Harsh Truth About Me&quot;<p>I&#x27;m a 30+ year veteran of both the indie and mainstream game industries. I&#x27;ve completed and released 4 titles solo. I once transferred my &quot;non-transferable&quot; games&#x2F;3D&#x2F;Unity knowledge to a dream job in Oculus Research. More than that, I&#x27;ve transferred my somewhat-game-specific ways of thinking about computation, simulation, and UI&#x2F;UX to boring business jobs to great effect. Use your head and don&#x27;t be so literal about what a transferable skill is. It needn&#x27;t be memorized function signatures from the Unity API.<p>If you&#x27;re looking to commiserate and feel better about how hard game programming is (and yes, it&#x27;s hard) then this article is for you, maybe. Probably not. I don&#x27;t know what good it will do you, but you can commiserate and feel better about quitting and finding something you like better. And if you don&#x27;t really like game programming, obviously don&#x27;t do it. But realize that not finding it rewarding is a statement about <i>you</i>. I&#x27;ve found it immensely rewarding in all the usual way$.<p>But if you&#x27;re looking for anything constructive about becoming a better game programmer, this article may <i>hinder</i> you. It depressed me to read and to think that other people are going to read it and agree with it.
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999900000999over 3 years ago
&gt;The sad truth – most developers will never finish their game<p>You don&#x27;t need to finish to learn.<p>&gt;The skills are not transferable<p>I&#x27;ve never seen a statement so wrong. I taught myself how to program with Unity and I showed off my game during an interview and got my first salaried job. Definitely wasn&#x27;t a game industry position, the point is they made mobile apps and I had a game on the app store.<p>Unity uses C# and it&#x27;s not radically different outside of Unity. It&#x27;s much more effective to learn by building projects , vs going though a learn to code book.<p>I want to make amazing games, programming is merely a tool for this. For my current project I actually have a web component ( Flutter Web is the most fun I&#x27;ve had in years) that integrates with the game.<p>I don&#x27;t get what the author is trying to say. You used Godot which is known to be much rougher around then edges than Unity. You&#x27;re then upset it takes longer to get things done.
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mathgladiatorover 3 years ago
I want to make games, but even some years ago I realized it was not a great path for a multitude of reason (many of which are in this article).<p>My path, and what I recommend, is do something hard and important which pays the bills at a premium. I did infrastructure work, and I was lucky to have a great decade long career allowing me to &quot;retire early&quot;.<p>Now, I can work on a game at my pace building the tools that I see fit. I&#x27;m focused on board games because they have a timeless quality about them. I&#x27;m developing an entire SaaS platform and programming language to make the network goo beyond easy. <a href="http:&#x2F;&#x2F;www.adama-lang.org&#x2F;" rel="nofollow">http:&#x2F;&#x2F;www.adama-lang.org&#x2F;</a><p>As I&#x27;m getting close to some kind of launch for the SaaS, my next thing is to build up my own web based IDE with a release-often ideology such that I can build a Roblox for online 2D board games. Honestly, I&#x27;m having a blast because I&#x27;m not suffering tools which are going to fade.
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mrobover 3 years ago
One more harsh truth: the easier it becomes to make games, the higher the standard of quality needed to be considered &quot;good&quot;. Everybody else benefits from improved tools too, and they&#x27;re your competition.
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uejfiweunover 3 years ago
Games programming is rather difficult, yes. Especially 3D games. But also, it&#x27;s easier than ever. I would have loved to make 3D games as a kid, but my lack of art skills made it impossible. Now with the Unity Asset Store, suddenly a simple programmer like myself can make some really good-looking 3D stuff.<p>I&#x27;ve been working on a Metroid Prime clone in my spare time just for fun in Unity. And yes, what the author says is true - it&#x27;s really freaking hard to get all the details right. Even something like weapon bobbing when you move takes some thought. But it&#x27;s really rewarding and fun, and I am basically making my dream game. I don&#x27;t expect to ever release anything, but I&#x27;m enjoying the ride.<p>Also, anybody ever write DarkBASIC as a kid? This was the first programming language I ever learned, because I wanted to make games. It was a great intro to programming.
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ajucover 3 years ago
There&#x27;re some skills that are transferable in game programming. Mostly math-related - linear algebra, some basic geometry and trigonometry, algorithms like A*, graph stuff.<p>I&#x27;ve done a lot of hobby game programming but never worked in gamedev, and the only time I had to use serious math at a job interview was the one time I applied for a gamedev position. It was very refreshing exercising these atrophied math muscles.<p>EDIT: ok, not THE ONLY time, I remembered a few more, but it&#x27;s much less common in non-gamedev
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dobinover 3 years ago
Same here, first games in QBasic (no functions, all goto!) like Skifree. Used phaser.js for a bit. Last project implemented a sidescrolling beat em up in ASCII.<p>The most important thing i learned was that implementing your game as classes (with inheritance and all that) is futile. Use ECS (Entity-Component-System), its awesome.<p>Even a simple MVP takes like months or years to develop. During studying how Disney designed animations (the 12 principles, like anticipation, staging..) i realized just how deep you need to go into non-coding things like animations, music, graphics, UI, and more.<p>Shout out to the r&#x2F;roguelikedev community though, they are awesome. People coding on their rougelikes for 12 years seems to be not extraordinary.
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somethoughtsover 3 years ago
Regarding the OPs comments on the non-transferability of learning Godot and Unity to marketable jobs skills as compared to learning about AWS, GCP etc. in your spare time - I somewhat agree with this. A potential way to make learning game programming potentially more useful on the job&#x2F;marketable is when you get into the multiplayer gaming aspects of game development.<p>There&#x27;s a ton of realtime networking concepts (web sockets for realtime chat, etc.) as well as potential investigations into cloud management and realtime databases for multiplayer game state&#x2F;sync etc. that could be useful during a technical interview.<p>It might even be that multiplayer games are probably on the leading edge of the application of some of this technology and would give you a leg up compared to other candidates.<p>There&#x27;s also the potential you could end up with a more social game that broadens the potential audience for the game in terms of players and code contributors.<p>Specifically with godot:<p>Godot Multiplayer Docs <a href="https:&#x2F;&#x2F;docs.godotengine.org&#x2F;en&#x2F;stable&#x2F;tutorials&#x2F;networking&#x2F;index.html" rel="nofollow">https:&#x2F;&#x2F;docs.godotengine.org&#x2F;en&#x2F;stable&#x2F;tutorials&#x2F;networking&#x2F;...</a><p>Godot with Firebase <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=-vDNk7BzOGc" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=-vDNk7BzOGc</a>
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BoysenberryPiover 3 years ago
Regarding skills not being transferable. This is only somewhat true and the author is doing some goal post shifting here. What he said really only applies to game engines, not game frameworks and certainly not game programming in general. If you want to learn game programming and not a game engine, I recommend using something like Pygame or LOVE2D which are less prescriptive game frameworks as opposed to engines.<p>However, even with game engines, I have spoken with AAA developers who have worked with both Unity and Unreal and they all say the same thing. Game engines are a lot like programming languages in the sense that once you learn truly learn how one works, picking up a new one isn&#x27;t that difficult.
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honkycatover 3 years ago
I&#x27;ve been doing a lot of programming in Unreal lately, and I agree: It is hard. The docs are shockingly terrible, and 99% of the time I just end up reading the source code of the engine for documentation.<p>It is also re-igniting my passion for software development and learning.<p>So far I have:<p>- Learned a LOT of linear algebra and vector math through &quot;learning by doing&quot; with 3d games<p>- Learned C++<p>- Made a bunch of dumb little games during &quot;game jams&quot;<p>- Built a particle system using Niagara, made it into a component, and attached it to my player character for a movement indicator<p>- Made a valiant attempt at developing a procedural animated suspension system for a little car. If you have a path for learning how to do this procedural animation stuff, please @ me!!<p>- Learned how to configure and implement the pathfinding and AI systems for Unreal<p>- Realized I need to do a bit of a deep dive into shader development, and picked up a book as an introduction to shaders and have been watching tutorials. Fun stuff!!<p>- Had to think a LOT about architecture for my game.<p>- Learned basic blender modeling and rigging, rigged a model<p>I have spent so much time and... I still do not have a functional game. But that is OK. If I was trying to do something simpler, I would have something. But I&#x27;m not, i want to learn and build something cool.<p>Overall I see my gamedev as a &quot;punk rock&quot; kind of thing: I don&#x27;t do it for the money, I do it because I want to and it fills the time with intellectually stimulating work.
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SimianLogicover 3 years ago
I&#x27;ve published (and abandoned) games written in:<p>java, flash, xna (C#), adobe air, javascript, objective c, rubymotion (now dragonruby), swift + uikit, swift + spritekit, unity, haxe<p>my current favorite is pixi.js with typescript bindings<p>for what I do (mostly simple 2d games), they&#x27;re all pretty interchangeable. if you&#x27;ve got a decent scene graph, good text rendering, and a way to play audio -- you&#x27;re most of the way to a game engine.<p>i agree with the original author, but i don&#x27;t agree with the reasons. people abandon games because making fun games is hard. you can execute your idea perfectly, only to find after a few hundred hours of code later that your idea isn&#x27;t very fun (or, alternatively, creating content is a slog)<p>most prototyping is gameplay programming, but I&#x27;d say most of actual game dev is UI and content. the amount of polish needed to <i>finish</i> something and put it out into the world is significantly more work than just making something that kinda works as a prototype, and if you&#x27;re doing it as a hobby it&#x27;s way more fun to just make more prototypes
amitmathewover 3 years ago
Wow, this resonates so much that I&#x27;m building a company around the idea of finishing games. I was a professional game developer over a decade ago. I used to try to build games on the side and I never got anywhere. I just messed around with engine internals, graphics code, and went down the never-ending rabbit hole of game engines. I worked on some big-budget games, but as a small cog on a large team, it never felt like I finished <i>my</i> game.<p>I left gamedev years ago to launch a few startups. After selling my edtech company last year, I picked up Godot on a whim and guess what...I finally could see myself finishing a game. Not messing around with engines, not writing low-level graphics code, but actually finishing a game in a few months. It inspired me so much that I&#x27;m starting a community called Quiver (<a href="https:&#x2F;&#x2F;quiver.dev" rel="nofollow">https:&#x2F;&#x2F;quiver.dev</a>). It&#x27;s still in development, so I don&#x27;t have much to show yet. But hopefully in a couple months we&#x27;ll have tutorials, project templates, and a lot more. And here&#x27;s the thing - with the right guidance and the right tools, I believe a whole bunch of new people will be able to finish their games that wouldn&#x27;t have previously.<p>If this is interesting at all, please shoot me an email (check my profile).
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dj_mc_merlinover 3 years ago
Nobody who is capable of finishing a game alone thinks it&#x27;s easy. How could it be? The programming touches on so many highly complex areas, you need both visual art and music, on top of having to engage with what&#x27;s going to be a completely new area for most: game design. From the perspective of a developer, not a player. If you&#x27;re doing 3D, say hello to even more advanced programming topics, plus an entire world of 3D art techniques.<p>You don&#x27;t do it because it&#x27;s easy, you do it because you enjoy the journey. If you actually want to produce a video game for commercial reasons in a reasonable time frame, hire a team or partner with like-minded people. Cut your scope in half, or more.
legitsterover 3 years ago
Not a programmer, but I really miss Flash.<p>It seems like the barrier to release a game and actually have people play it is so damn high.<p>But before Apple effectively killed it, the Flash ecosystem was beautiful. The games were simple, came out fast, and fun! You could have a proof of concept with less than an hour of gameplay, get it published on Armor Games or Kongregate, and have people gush on it and give feedback.
journey_16162over 3 years ago
I don&#x27;t have experience with games, but I dare say it&#x27;s not exclusive to games. I work on a desktop app for over a year. Initially I thought that 1,800h was a fair estimate for minimum acceptable version. I put 1,400 of raw dev time in 2021, I got a very rough prototype that is barely usable and far from finish. I estimated that going at this pace, I need at least 2,500h more but realistically - 3,500h (making a grand total of 4,900h), which is going to place the launch somewhere Q1 or Q2 2024 - I don&#x27;t work full-time, I&#x27;m freelancing and I spend a lot of time thinking how I can maximize the number of hours I have. In 2021, I kept freelancing at 15h&#x2F;week average. Now I&#x27;m upping paid work significantly to make some savings and accelerate later. I love it, but the sacrifice is huge. I&#x27;m 26 and I get to experience very little regular life. I can&#x27;t imagine giving up though at this point.
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russellbeattieover 3 years ago
My son did a project in his senior year of high school using Unreal and I volunteered to help, figuring that 25 years in tech would be enough for me to get up to speed relatively quickly. I soon discovered that Unreal - and more generally, the entire video game industry - is a whole alternative universe of tech.<p>Example: On the Unreal site there are official &quot;code&quot; &quot;documentation&quot; examples which are simply screenshots of a &quot;blueprint&quot;, which you need to recreate yourself by navigating all the menus and drawing all the various input and outputs manually. YouTube tutorials are 10 minutes of a guy trying to find where some property setting is and connecting dots in order to pass a single value from one object to another. How this &quot;code&quot; is tracked under the hood, I never found out. Versioning must be a nightmare.<p>Anyways, yeah, I&#x27;m not surprised your average dev throws up their hands eventually.
davidfactorialover 3 years ago
I relate to this a lot, having also started and then not finished a lot of games like the author.<p>Perhaps it seems obvious to say, but I have only recently fully internalized that making games is not the same activity as playing games, and that it will take many orders of magnitude more time to polish even one gameplay feature compared to how long it will take for that gameplay feature to become stale _to me_ as the dev playtesting that feature over and over again.<p>I wonder if a lot of gamedevs just get tired of playing their own game and thus don&#x27;t care about it anymore as a result?<p>Seth Godin has a book called The Dip about the slog in the middle that many creative projects have (business starting as well). I wonder if gamedev has a particularly nasty dip and that is why so few finish.
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adamnemecekover 3 years ago
&gt; The skills are not transferable<p>I don&#x27;t know about that. Yes, if you are only learning frameworks then sure. If you are digging deeper and understanding, GPU programming, math, performance optimization, architecture, physics modeling, network programming, all of those are very transferable skills.<p>I think that some of the problems boil down to the language used. Game engines tend to rely heavily some Editor (be it Unity, Unreal or Godot).<p>I&#x27;m hoping that Rust will solve some of this by having you use a pleasant language instead of relying on GUI tools.<p>I legit think that it would make sense for high schools to structure their curricula around game making. You will learn math, physics, writing, art, music, programming etc etc. And you will have fun doing it.
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KevinThaxover 3 years ago
I&#x27;ve seen a trend in porno games development. Digging around their communities I found their main source of income is crowd funding during the development stage. They drag this period out for years and some are currently making $100k a month going by patreon statistics.<p>Maybe the gaming industry needs to change the way funding is managed?
Agentlienover 3 years ago
I&#x27;ve been making games for most of my life and I&#x27;ve been working full time with game development for a good while* and I disagree about skills not being transferable between engines. I feel once you move past a beginner stage you can focus on the similarities and quite quickly learn and look past their idiosyncrasies.<p>I feel it&#x27;s very similar to learning new languages. Once you understand the common principles and low level details you can very quickly learn and become quite efficient with a new one.<p>* 7 years in the game industry proper, 4 years in surgical simulation
wly_cdgrover 3 years ago
Who woulda guessed that being a graphics programmer, gameplay programmer, network programmer, tools programmer, creative director, mechanics designer, systems designer, level designer, art director, artist, composer, sound effects artist, qa analyst, ux designer, social media coordinator, customer support specialist, marketer, community manager, graphic designer, copywriter, data analyst, etc in one would be one of the hardest things you could ever try to do. And funnest and most rewarding
jakeinspaceover 3 years ago
Unity, Unreal, and other modern 3D engines let a solo developer create something that looks nearly AAA if they buy decent assets. The problem is that turning a pretty walking simulator into a game with good mechanics, interaction, sound, consistent style, and a fun factor (not to mention story and characters) is always going to be hard, unless you’re able to ask GPT5 to generate all of that for you from a few sentences. If you have a pretty physics&#x2F;walking simulator, but very shallow mechanics etc, it feels hollow. If I had to guess, I’d say that an equivalent amount of development on a 2D pixel art game will give players less of that hollowed-out feeling. The more graphical detail you provide, the less is left to the imagination, and therefore the implicit expectation of detail goes way up.
closetohomeover 3 years ago
I think the asset generation part is often wildly underestimated. Art is hard - commercial art can be harder. Sure you can buy assets, but then you need to be an art director - which is also hard. And the cost can get out of control very quickly.
futharkshillover 3 years ago
&gt; Your boring programmer maintaining a 10 year old Java app written with vanilla Js earns more than most game programmers.<p>I have a feeling this article is not written by any professional programmer
dietricheppover 3 years ago
For whatever reason, I’ve been helping people solve problems with their games for something close to 20 years. I have a particular memory from 2004, where somebody sent me the source code to their game and I fixed the 3D transformation code in it and explained what was going on. It was a bit more cumbersome without GitHub, Pastebin, or Stack Overflow.<p>Over that course you see a lot of people come into the community, have all sorts of beautiful visions and grand ideas, run face-first into the harsh reality that they are ill-equipped to realize their dream, work on arcane technical aspects of their code with the dubious goal of developing some kind of interesting skill, and eventually burn out.<p>The thing is—I agree with the first point that “most developers will never finish their game” but I think the wrong lessons are being taken here.<p>If you try to understand the problem, there multiple contributing factors which explain why amateur developers fail to make games, and once you start to understand these factors, you can nudge people in the right direction or at least give them a map of the territory.<p>- Cause: The gap between skills and vision is large. Mitigation: Reduce game scope, study relevant skills, work with teammates.<p>- Cause: The gap between skills and vision is <i>unknown.</i> Mitigation: Complete small projects to get a better idea of what skills you have and a better ability to estimate the size of projects.<p>- Cause: The developer never finishes any projects. Mitigation: Game jams and short deadlines.<p>- Cause: Projects fail to attrition—the developer’s interest wanes over time, and the project gets less fun over time. Mitigation: Shorter timelines, smaller projects.<p>- Cause: Poor technology choices. Mitigation: Use mainstream &#x2F; popular technology such as Unity, Unreal, Godot, etc, and give yourself a limited number of passes to pick a weird technology.<p>- Cause: Deep, unexpected technical problems with the game. Mitigation: Start by making games that are more similar to existing games made by teams with similar resources and experience levels, until you have more expertise.<p>- Cause: The game looks terrible. Mitigation: Work on a team with an artist. Or dedicate time to studying art, and find an art style that you are comfortable with that does not require too much effort.<p>- Cause: Can’t figure out how to solve basic programming problems without a tutorial. Mitigation: Work on a team with a programmer. Or dedicate time to studying programming.<p>- Cause: Design choices unexpectedly cause high workload. Mitigation: Make prototypes to test critical design choices.<p>- Cause: Iteration time is too long. Mitigation: Use technology that supports faster iteration times.<p>This stuff seems obvious and yet there are so many <i>obvious</i> things that typically go wrong in a failed project. “I never considered working with teammates” is common enough. “I don’t want to give up my idea of an action RPG with Metroidvania platforming segments and a massive branching storyline” is a common enough type of problem. These problems can be solved much more easily when people working on games spend time in contact with people who have the experience—professional game developers or successful amateurs are one obvious choice, but school is another good choice. You can make the same mistakes over and over again, it helps to have other people around to point it out for you.<p>&gt; I myself have abandoned 2 dozen games, in platforms ranging from PhaserJs to Unity to Godot.<p>This is, frankly, a bit worrying. It reminds me of Schopenhauer’s take on will, how he calls will “blind incessant impulse without knowledge”. We feel the strong urge to make games, but these incessant impulses must somehow be tempered and refined if they are going to achieve anything.
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ren_engineerover 3 years ago
is there a YCombinator for game development? Seems like a decent idea, give enough money for teams to have some runway to work on it full time in return for equity. The investor could also have a few full time people to help out with skills that the average game dev doesn&#x27;t have. Eventually the network becomes the most valuable part and a flywheel effect is created<p>closest thing I can find seems to be Unreal offering grants
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lowbloodsugarover 3 years ago
&gt;I myself have abandoned 2 dozen games<p>There&#x27;s a book about quitting smoking that spends the first 99% of the book providing the proof that smoking kills. The last page is how to quit smoking: &quot;Never put another cigarette in your mouth and light it.&quot;<p>Here&#x27;s my book on how to make a video game: &quot;start writing a game and don&#x27;t work on anything else until it&#x27;s finished.&quot;<p>I started writing a game in college, and despite having tons of <i>cool</i> ideas, I didn&#x27;t work on anything else until it was published. It got me a good couple of decades in the industry.<p>&gt;It&#x27;s easy to lose heart and just quit.<p>Not if you love it.<p>&gt;There is no treasure at the end of this rainbow: You can spend years with nothing to show for it<p>Do you mean money? Sounds like you mean money. Because a great game is a great game. My game made me less than $1000. Which was a bummer, sure. But there&#x27;s reviews of it on youtube. People enjoyed it. I am happy, and I had a great time building it.<p>If this is a means to an end, sure, quit. You simply can&#x27;t compete against someone who is as good as you but who also <i>loves</i> what they do.<p>&gt;Sure you can outsource or buy art<p>Or you can make a friend! I met a guy who had mad art skills, and could create awesome tracker music.<p>Celeste [1] is one of my favorite games. My favorite indie game. I suck at it but my kid as completed it. It is insane hard, massively rewarding, and the story is moving. IIRC these folks got a house together. Make friends!<p>[1] <a href="http:&#x2F;&#x2F;www.mattmakesgames.com" rel="nofollow">http:&#x2F;&#x2F;www.mattmakesgames.com</a> &#x2F; <a href="http:&#x2F;&#x2F;www.celestegame.com" rel="nofollow">http:&#x2F;&#x2F;www.celestegame.com</a>
4lpover 3 years ago
&gt;If anyone has a good solution, I&#x27;d be happy to hear your thoughts.<p>Unfortunately the solution I&#x27;ve found is to only commit to making a game you&#x27;re at least 90% sure you can complete without learning any new tools&#x2F;engine functionality&#x2F;design practices, etc. The &quot;write what you know&quot; advice for writers is directly applicable to commercial indie game development (maybe to an even greater degree).<p>Additionally: I think it&#x27;s quite unreasonable to expect that you won&#x27;t get demotivated over the course of a year(s) long project when even the most basic features require hours of research before they can be brought to a functional stage, not to mention the stage where they begin to coalesce into something fun.
sodapopcanover 3 years ago
I&#x27;m just getting into game dev, though starting with the tic 80 [0]. I&#x27;ve found it kind of funny how, like, matter-of-fact it is. In my mind there was always some magic algorithm going on and I guess there arguably is but it more like, &quot;check the x and y coords plus the character&#x27;s height and width and do those coords touch a coord on the map that is considered solid and if so, set the player&#x27;s velocity to 0.&quot; It&#x27;s like, &quot;Oh ya, duh. Damn, I was hoping it was just magic.&quot;<p>In the spirit of this article, I was going hard at it for several days but have not worked on it since last week.<p>[0] <a href="https:&#x2F;&#x2F;tic80.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;tic80.com&#x2F;</a>
planetisover 3 years ago
That&#x27;s why I mainly use Nim for creating games. It&#x27;s a *fun* language, out of your way for rapid prototyping, *safe*, it has all sorts of safety checks (nil, overflows, ranges, variant object transitions) that you can disable for performance critical code and RAII style destructors, where copying is allowed by default but you can optimize when you need to by inspecting the IR (easy as it&#x27;s Nim syntax, you just watch out for inserted copy calls) and *extensible* there are all sorts of DSL in the packages from HTML gen to ECS libraries and finite state machines. Macros allow you to easily create performant code that otherwise no one would bother write by hand.
travisgriggsover 3 years ago
&gt; It&#x27;s a huge ugly monster with dozens of keywords (buzzwords?). You spend 6 months passing an AWS exam, and all you have learnt is how AWS works.<p>This was actually the comment that stuck out most to me. Because it&#x27;s an abstraction of the specialization that&#x27;s going on in the industry that worries me. Sure, you can learn general computing skills as a <i>side effect</i> of pursuing this efforts, but increasingly, we are learning how to drive tools, rather than solve problems. The effort to grow proficient with increasingly complex tools and frameworks is greater now than the effort to grow proficient in a particular language (even some of the more complex ones).
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stuckinhellover 3 years ago
I&#x27;m trying to learn unity and game development as well. My day job is salesforce integrations, and wow I&#x27;m finding game development mindbogglingly hard.<p>I thought it would a cute fun thing to with my kids since they love minecraft but . . . I&#x27;m not finding tutorials or books that work for me. Tons of documentation, tutorials, books are out of date, and I find the unity official tutorials not that great, they seem to be focused on super specialized tracks.<p>Anyone have any good tutorials, books, videos they&#x27;d recommend ? I&#x27;d really like something concise and focused on 3d game development in unity without too much frills just to get handle on the basics.
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yumaikasover 3 years ago
I think a <i>huge</i> gap here is between gamedev as a hobby (where throwing away prototypes, or only doing jam-level games is fine and fun) vs trying to make games as an indie with an eye for quitting their day job. One of those is <i>massively</i> harder than the other.<p>And, I&#x27;d argue that if you want to consider indie-level gamedev efforts, it makes sense to spend 6 months as a hobbyist first, to kinda feel out the territory.<p>And, for me, if someone interviewed and showed off a game project, I know they&#x27;ve dealt with lots of mutable state, and the challenges therein, which is worth something.
markus_zhangover 3 years ago
If I get into game dev, it&#x27;s definitely going to be a few years in a studio and at the same time&#x2F;then indie. The studio exp could be valuable about learning the process and tools, but they are not enough for indie in the sense that indies need to wear multiple hats while in studios they usually wear just one.<p>I believe early ID software is the best model for indies. Everyone can wear multiple hats, are super passionate, share the same interests and bagged 5-10 years of exp already before putting up the company. Such company can really move very fast.
jasimover 3 years ago
Jason Gregory&#x27;s Game Engine Programming is the book for anyone looking to build transferable knowledge about computing while somehow being around games.<p>Of course making a game and a game engine are two different ballgames, but what a book!<p>A game engine deals with managing a large, complex, intertwined domain. It requires parallel and concurrent programming, graphics and the 2d and 3d math to go with it, GPU programming, animation, audio, timing, memory management, profiling and on and on.
sovietmudkipzover 3 years ago
I disagree slightly on the transferable skills. I&#x27;ve been in the video game creation hobby for 1+ years now. Embarrassingly, programming for video games is helping me break down problems and invent mental models &amp; solutions to solve those problems. This has helped immensely I&#x27;m my ability to think more abstractly, and how to push libraries away from the &#x27;core&#x27; domain of my solution space.<p>It makes me a better programmer.
boredtofearsover 3 years ago
Games are high frequency event loops with highly mutable state. This means it&#x27;s inherently easy to end up with side effects that are hard to trace.
trzyover 3 years ago
I worked on AR at one of the FAANGs. Game developers as far as the eye could see. It’s definitely a transferable skill set. Any job that hires you because you can be productive in some particular obscure stack (like AWS) is going to be boring grunt work. The interesting roles want people that can think outside the box, design, and then implement entirely new things that don’t yet exist.
spywaregorillaover 3 years ago
I&#x27;m surprised people praise the unity asset store so much. It seems very unlikely that I would ever be satisfied using a significant portion of it. Not because its low quality but its often very specific in style or content or whatever. I could never adapt my (shitty) artistic vision to adapt to what I happen to find on the store.
timtimmyover 3 years ago
&gt; The skills are not transferable<p>In the immediate race towards &quot;AR (and VR) all the things&quot; (Meta), game developers are poised to be in high demand. Maybe we&#x27;ll see the insane salaries of ML engineers directed at game developers if the metaverse takes off.
RobRiveraover 3 years ago
I&#x27;m a masochist so the harsness is music to my ears.<p><i>sips coffee</i>
edf13over 3 years ago
I’m in the camp of starting many many games, for many many years… from C64, Amiga and PC.<p>Having the commitment to finish (and know when it’s finished) is hard.
sleepingadminover 3 years ago
Godot has me so excited. Finally a good open source python(like) engine with all the bells and whistles.<p>I have only done the tutorials for godot. Not even trying to start my own project. The real caveat for me on video game programming. The programming isn&#x27;t the problem. It has everything to do with 3d modeling, texturing, etc.<p>I kind of dream about starting my own video game project up using godot, stream on twitch&#x2F;youtube making it so I could get some revenue going. Kind of what star citizen wanted to be, starfield will likely be, with my own take. Kind of a skyrim meets han solo meets the martian meets chess meets piano meets metasploit.<p>But I really hold back because family to feed, diapers to buy, mortgage to pay. Boring game dev streaming like that won&#x27;t be paying those bills.
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