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FragmentShader | 1 year ago
The problem is that if you start gamedev by making engines, then you aren't aware of what you need to do.
To give an example, if you make font rendering and looks blurry/pixelated, what now? Oh, and a simple 2D game takes 8 seconds to load, wonder why?
Meanwhile, if you have ever made a Unity game, chances are you already know the keywords "SDF" and "Texture compression", because you tore down an already big engine for optimizing your game and accidentally learned about what features a game needs.
sunrunner|1 year ago
What now is you have a fantastic opportunity to learn some topics in depth. Using Unity is also no guarantee that you'll come across those terms. And even if you do, if the Unity solution is to check the correct boxes you're exactly better off from a knowledge point of view.
I'm not advocating for not using Unity, but I am advocating for learning, increasing the depth of your understanding, and just a general approach of curiosity and problem solving.
unknown|1 year ago
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saintfire|1 year ago
I dove into writing a niche game engine and stumbled over every hurdle that modern game engines solve.
Been learning Godot lately and going back to writing an engine I'm confident I could trivally solve a lot of those hurdles.
Additionally, if im trying to make a basic editor I can now see what is tenfold easier graphically (animations) and what I don't mind programming in.
kkukshtel|1 year ago
kkukshtel|1 year ago