u/Correct_Dependent677

▲ 14 r/gamedev

Which areas of game development are worth handing over to someone else?

I've always been a learner of everything—3D, audio, programming, etc.—and the consequence is that I'm not an expert in anything, but I'm now reaching certain areas where it's required to specialize for years, in my case, I underestimated animation too much.

But this post isn't about me; it's about those specializations that are better left to someone else, and there must be a few beyond animation.

What would those be for you? Texturing? VFX? Dynamic Audio? Modifying the engine?

Note: only those skills that are truly worth giving to someone else, not those you can learn in a few months and achieve decent results with.

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u/Correct_Dependent677 — 3 days ago

Why do programmers hate YouTubers so much?

I know dozens of programmers who learned thanks to YouTube, without books or anything other than videos, although I personally prefer to read books and technical documentation since the author explains things in mooore detail and I'm quite autistic and need people to explain how everything works underneath, but that doesn't mean YouTube isn't useful; Those programmers who watched YouTube videos have even gotten jobs already.

Is it because YouTubers have much more charisma than most bitter, coffee-addicted programmers? Or is that what it's all about? Envy?

reddit.com
u/Correct_Dependent677 — 9 days ago

Why do people keep creating their own engines when the nice Godot Engine open-source framework exists?

I don't know about you, but personally, before creating my own engine, I would modify Godot, It's not that complicated; Godot allows you to create high-performance modules with C++ and test them without having to recompile the engine.

For those unfamiliar with Godot, it is a free and open-source engine licensed under the MIT license.

For those who may have already done this, is there anything I've missed? Is it not worth modifying Godot? Or is creating your own tools more of a personal preference?

The image is from Road To Vostok, made in Godot.

u/Correct_Dependent677 — 11 days ago

I read that Khronos Group greatly improved the Vulkan documentation and that it is now more beginner-friendly.

I see a certain parallel with the C++ and Rust languages; C++ is still treated as old technology, and most people migrate to Rust, even though I personally find this language more complicated to learn than C++.

What could this mean for the future? Will it still be worthwhile to learn technologies like C++ or OpenGL in the next 10 years? Or will the new standard be learning Rust and Vulkan?

It's ironic that both technologies released their stable versions in almost the same year, Vulkan 1.0 (2016) Rust 1.0 (2015).

reddit.com
u/Correct_Dependent677 — 19 days ago