this post was submitted on 26 Aug 2023
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Making your own engine is worthwhile learning experience. The same as trying to recreate any of the foundational tools that you use. Might not be the fastest or best way to make a game but a good way to make yourself a better developer.
This is my 4th Vulkan related "project" and 2nd attempt at making something other than a glorified tutorial workspace in 6 years, and it took me 4 weeks to draw this stuff with minimal technical debt.
I could just use an existing game engine, but what's the fun in not manually sorting all draw commands by mesh>pipeline>material and hunting synchronization hazards by just looking at funny glyphs for extended periods of time?
The best part is when your game just spontaneously closes. No logs, just some weird failure that's got something to do with graphics.
Well, that's the OpenGL experience, anyway. Damn opaque state machines...
Eh, at this point it happens every 3 commits, you get used to abusing gdb (since valgrind just dies).
I hope the police doesn't find my unregistered breakpoint minigun...
Keep in mind that if you actually want to make a game, make a game not an engine. Too many video game projects get bogged down in the engine development stage and never make it to completion.
Do people even make their own engines anymore? If this wasn't a pet project I would have dropped the entire thing as soon as I started dealing with 3D models, and visited Godot's homepage.
...
Perhaps I should get my hands on Godot at some point.
Usually AAA game studios has their own in house game engine
The in-house engines I know are being used are also really old - hell, 343i even decided to ditch the fossil that once was Halo: CE's engine because of technical debt and outsourcing blood sacrifices
Ah, yes, I miss the days of 343 having home grown blood sacrifices.
Godot is a lot of fun! I've never finished making a game but I've made a half dozen hacky demos that I was really proud of.
This was supposed to release years ago https://camelotunchained.com/v3/