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Why I'm STILL Glad I Didn't Use a Game Engine 

DaFluffyPotato
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I've been making games for 7 years and I'm still glad I chose to use graphics library. The choice of whether to use an engine or not really is something people forget to consider nowadays.
Options for gamedev without engines are discussed here:
• Why I'm Glad I Didn't ...
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#gamedev #unity #unreal

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6 сен 2024

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Комментарии : 463   
@DaFluffyPotato
@DaFluffyPotato 3 года назад
Still haven’t done that “why Python has huge potential for gamedev” video yet. :(
@dicember92
@dicember92 3 года назад
There’s still time
@Chadderbox
@Chadderbox 3 года назад
Wait for the rumoured speed improvements and you'll have even more to talk about.
@dicember92
@dicember92 3 года назад
@@Kednems Man, that's a ridicolous question, the thing is that he's glad he didn't use any game engine, if you saw the first video you would notice that. His point is clear, if your goal is to learn programming it's a better choice take the hardest way and try to program many things on your own. If your goal is just to make games, you could use whatever game engine out there. I don't think it's click bait, as it is no click bait every title: "I made a game in 3h"
@dicember92
@dicember92 3 года назад
@@Kednems In my opinion it is not click bait and I’ll tell you why. A click bait title is deceiving you making you think about a sensational content than giving you something different and less exceptional. In our case the video is about why he’s glad eh didn’t use any game engine. Ok, so now let’s try to separate fact from opinions: Python is slow compared to other game engines. Fact. It is not good for game development? I think this is more an opinion and there are many cases to prove this. There are a lot of games made in pygame that no one knows out of the pygame community (see the subreddit or the last easter pygame game jam). There are options better than Python and pygame: fact He’s promoting Python: fact It’s wrong to promote Python: opinion. All his channel is about pygame and game development with Python, he’s very good, I think way above average, and he shares his knowledge, so yes, he sponsors Python and pygame. I don’t see misleading informations, just a talented guy who explain his experience (usino Python and not a game engine had benefits for him). To conclude, he also sponsored other engines such as Godot and also Lua2D (in some coding session) so it is not a “pygame club only” thing. I think, I made my point Peace ✌🏽
@dafluffypotatovr7362
@dafluffypotatovr7362 3 года назад
@@dicember92 I put Unity in the title originally for 3 reasons: 1: it's shorter than "game engine" 2: it's the engine I *would have* used had I used an engine when I started, so in **my specific case**, I'm glad I didn't stick with Unity. 3: it's better for the YT algorithm (clickbait, but it's true)
@yukiomc8401
@yukiomc8401 3 года назад
A few months later : "Why I'm Very Very STILL Glad I Didn't Use a Game Engine
@electricimpulsetoprogramming
@electricimpulsetoprogramming 3 года назад
KEK
@albertma1
@albertma1 3 года назад
lol
@user-gl1tx2gc4w
@user-gl1tx2gc4w 2 года назад
5 years later: "Why I'm Very Very STILL Glad I Didn't Use a Game Engine" (even though I still haven't shipped a single 3D game)
@foobarmaximus3506
@foobarmaximus3506 2 года назад
lolol
@peytonfaz
@peytonfaz 2 года назад
Wow some people still didn't get the point of the video... he's not saying it's bad to use a game engine and yet people are still yelling at him to "stop reinventing the wheel" which is a quote that I absolutely despise at this point... some people want to know how the wheel was invented, and reinvent it themselves for whatever reason they're gonna use the wheel for... just let them. Never once did he tell you to stop using a game engine he just said why he doesn't. And you people could actually debate him instead of just the same "that's why I started by collecting copper for a motherboard"
@MyMike004
@MyMike004 3 года назад
It's good not to use a game engine as you said for educating yourself about programming. On the other hand, you should not reject those amazing tools that will make you more productive and let you polish other aspects of the game. In my case, I personally do different projects that require using engines, libraries, or pure coding. Most important is to feel comfortable with what you do.
@akiradkcn
@akiradkcn 3 года назад
This
@Variapolis
@Variapolis 3 года назад
Agreed. Everything is a toolset and being varied is much better than avoiding a specific area. I learned programming first then got into game engines, but I still enjoy general coding stuff, as it's usually much more straightforward. But Unity and Unreal help me do things that I couldn't even dream of without spending 10 years of my life studying about the backend.
@blackcitadel37
@blackcitadel37 3 года назад
It's great to learn design patterns and certain algorithms too.
@MyMike004
@MyMike004 3 года назад
@@blackcitadel37 this is completely a different subject. We are talking about programming tools. I do agree with you
@foobarmaximus3506
@foobarmaximus3506 2 года назад
Let him learn the hard way. He's still a kid yet.
@vokoaxecer
@vokoaxecer 3 года назад
Bro 'Why I'm glad I didn't use a game engine' really inspired me to start learning programming again. I just wanna say thank you for that. 🙏.
@z1no3n
@z1no3n 3 года назад
i just finished my computer class, i used your videos a lot for reference, and they really helped. thank you
@nikudayo7927
@nikudayo7927 3 года назад
"Why I'm glad I didn't use a game engine" inspired me to try learning a framework and ultimately decided on picking up MonoGame. Learning a framework was the best decision that I've ever made. I was able to finish many small projects and escaped the vicious cycle of creating and abandoning a project. Thank you.
@uxoy
@uxoy 2 года назад
What tutorials did you use to actually learn monogame?
@foobarmaximus3506
@foobarmaximus3506 2 года назад
I've been creating and throwing code out since 1980. You learn more by failing than you ever will with something you thing is good. I have done 100's of projects over 40 years that were abandoned. I've also completed several that are still earning me money today. At this moment. So there's that. The trick is to love it enough to never quit. That is all you need to know about any profession in life, including software development - which goes WAY beyond just writing good code. Some of the most profitable stuff I have is also the junkiest internally. There is a reason for that too, but I'll let you figure it out. lol
@siltoruz3502
@siltoruz3502 3 года назад
Making games is not just programming. Game design is a form of art. To be successful you need to know how to actually design good game mechanics, maybe have a nice plot or story, visuals, sound design and many more. Programming is just one small part of game development process. Even if you are the best programmer in the world it doesn't mean you ll make money by making games. It means that your games will have less bugs and be more responsive. Both of these videos are about how to become a better programmer as a hobbyist game dev. If a better programmer is what you want to be you should just study programming and make some apps or game engines or anything you wish. Its irrelevant with game design.
@bonnymich
@bonnymich Месяц назад
to be fair, if someone is really young and has all the time in the world and its really really interested in this kind of world of programming art and game dev which is a combo of all, then yes learning how to make a game engine, learn C, learn assembly, learn learn learn, yea duh he'll have an easier time. But the clock is ticking and if you're a guy that's grown after school and you just get into all of this, dude just learn C slowly progress into the other langs learn to use the existing ones based on what u wanna make and in order to save time ofc and thats it. Plot stories are okeish from a point onward they will eventually come to you because through these you express you character as a person but art takes a tremendous part in all of this, otherwise you need money to pay someone else to make the art for you.
@maindepth8830
@maindepth8830 3 года назад
As someone who has been relying on game engines for the past years, i 100% agree with your decision. I say this because it has become several times harder to solve certain issues such asa algorithms, or making your own custom path finding system (unity pathfinding does not work with physics), and many other aspects and things that i can't mention in this comment
@romanian_the_cow171
@romanian_the_cow171 3 года назад
I'm sorry if I'm a late,but you can work around the pathfinding problem. You turn on your pathfinder,save the path,extract it, and turn it off so it won't ruin your physics. That's what Dani did and it worked for me.
@maindepth8830
@maindepth8830 3 года назад
@@romanian_the_cow171 i found another solution it isnt exactly elegant. The way i did it have the agent look at a target and then add a force forward. I am still working on obstacle detection
@romanian_the_cow171
@romanian_the_cow171 3 года назад
@@maindepth8830well I shared the solution Dani used and it works so I guess it was *OUR* solution lmao
@maindepth8830
@maindepth8830 3 года назад
@@romanian_the_cow171 communism
@romanian_the_cow171
@romanian_the_cow171 3 года назад
@@maindepth8830 yessir
@pugo7925
@pugo7925 3 года назад
personally I chose the middle way, and decided to add my own modules to Godot
@CFlandre
@CFlandre Год назад
This is the way.
@ketchup_films
@ketchup_films 3 года назад
I don’t usually comment on videos, but I just wanted to thank you for all the help your videos have provided me lol. I found your pygame tutorials last summer, and your message about hard work over talent really stuck with me. I’m thinking about pursuing game design as a career, and I just wanted to express my gratitude to you for helping me find this passion of mine lmao. All the best!
@bmorr
@bmorr 3 года назад
I’m just an intern in cyber security, but I can say I certainly would not be as successful job-wise and college-wise had my school laptop had access to Unity in high school. I wanted to make a game and I could only use Java, and I learned almost everything I know about programming from trying to program games in Java. Hands down my favorite way I’ve ever learned something.
@quasarstories
@quasarstories 3 года назад
when di you start your internship in cyber security?
@InfernityKnight
@InfernityKnight 3 года назад
im so confused on how these two things relate at all
@InfernityKnight
@InfernityKnight 3 года назад
@@yashz8282 Thats not true at all. I transitioned to web development and coding in a lot of application building architectures and frameworks very easily thanks to things like unity. in other words had it not been for unity I wouldnt have learned how to code or been able to figure out how a lot of the web stuff is built and connected in front a d backend. not to mention a lot of those languages are waaay easier than what a lot of game engines use. also the design patterns in game building are almost never consistent so you always have little to reference when building your backend systems and architecture for how the game will work. anyway my point is all these things can be valuable teaching tools, I think people just like to hate on the game engine craze and slightly lowered barrier of entry; basically guys like this are probably just a bit salty. or at least thats definitely how he is coming off
@foobarmaximus3506
@foobarmaximus3506 2 года назад
You're an intern. I think it's a little too early for you to be giving out info and talking about "job-wise" success.
@achyuththouta6957
@achyuththouta6957 Год назад
@@InfernityKnight ur probably not a programmer. The skills are highly transferable if you have experience in low level programming which is what the video is saying but ppl in comments don't seem to know anything about programming
@ThePerro
@ThePerro 8 месяцев назад
I want to try my hand at using a game framework instead of a game engine, but felt like I was copying tutorials and not actually understanding what I was doing
@ezzygd2521
@ezzygd2521 3 года назад
As a person that used a game engine for most of his life, I definitely approve of this video. My programming skills are absolute garbage outside of a particular engine and I certainly am not glad that I did use a game engine, because I have no idea what I'm doing when I'm coding most of the time and I just be hoping that the I'm using the right function the engine provides for what I'm trying to do. I definitely would like to start using frameworks for game development(with the goal being trying to improve my programming skills) if I ever have the time, and your videos are really inspiring me to manage the time for that!
@Anriuko
@Anriuko 3 года назад
From developing a game using a ready, functioning game engine you'll learn a lot about idiomatic ways to structure data and logic within an engine, including hierarchies. I'd say keep at it, and say "I'm a garbage coder" all you want, but do not repeat it so much that you internalize it. Sometimes the garbage is just the mismatch between the language/facilities and the programmer's natural tendencies. I just hate working in some languages while I seem to gel very well with others. It doesn't matter how high the construction quality of your tool is and how robust it is, if the handle makes it impossible to hold.
@ezzygd2521
@ezzygd2521 3 года назад
@@Anriuko That is true, although my problem isn't with the logic itself, but rather not being able to understand the tools that I'm using in the first place. A game engine to me is essentially this magical tool that I have no idea how does it work, but it gets the job done, so I won't complain. My idea is that I can "make" a game, but I can't "program" a game. This can result in problems with work such as sometimes, a game engine has features that work in a way that is very unlikable or uncomfortable for me, but my only option is to set through it and figure it out because I can't really change it nor can I really code my way around it(a good example of this is how dafluffypotato didn't like Godot's tileset tool and thus decided to code up his own) and I end up blindly following up a tutorial which could show what's probably the worst or most inefficient way of using said feature, but I wouldn't even know because I have no idea how it works in the first place. Learning how to program these tools all by myself changed that and opened my eyes to the countless ways you could get around problems and it will certainly help me a lot if I decide to go back to an engine, because now I have an idea of how this magical tool actually does what it does and I can change what I don't like about it if ever need be, while also having known how to become a lot more efficient and effective with my work.
@Anriuko
@Anriuko 3 года назад
@@ezzygd2521 The hurdle of learning the tools was the reason I started on my own engine. It started as 2d but I found myself going 3d soon after. The pain points are collision detection, event handling, and pathfinding. If you want to go there, you'll have to learn linear algebra and matrices. If you have a mind for math it's not bad (as in difficult to understand), but it's very involving studying the math. Then comes the optimization, especially in collision detection and rendering. Creating and organizing the data structures is its own battle, and you'll want to refactormyourmcodemas soon as you have it doing what you want. You have to have discipline from the get-go to structure everything clearly, separate the interface from implementation, and plan for code re-use. I recommend presentations by Eskil Steenberg which can be found on RU-vid. Very bright fellow.
@ezzygd2521
@ezzygd2521 3 года назад
@@Anriuko I've had a general idea about all this stuff but I was lacking the resources, so thank you for the recommendation!
@MechanicalMooCow
@MechanicalMooCow 2 года назад
Your ability to architect well structured, performant software has nothing to do with whether you started using engines or not. Your ability to program is down to you as an individual, and how you are learning. Professionally, as a game developer working for a studio, I can tell you first hand that the game engine has not dictated how well the systems are implemented, it is not the game engines we use that dictate whether we do or don't use standard industry patterns. If you choose to not expose yourself to learning best practices, it's your lack of action that has limited you. Good tradesmen make the tools work for them. If you simply search on RU-vid for "realism in Microsoft paint" you'll find an assortment of videos from incredible artists doing things in paint that should be impossible, but it isn't. Why? Because what is important isn't how expansive, or limited a toolset is, its about how you take your knowledge of a toolset and apply it. I see so many people agreeing with your sentiment, and it's a giant steaming pile of cope. You want to be a GOOD programmer? Read. Read books on all kinds of patterns, architectural design, domain specific algorithms, LEARN. The game engine you choose, or the language you use isn't going to take your hand, gently caress you and say, "aww diddums, let me teach you 🥺", that's on you.
@therickestrick383
@therickestrick383 2 года назад
Making games from scratch sounds cooler, i might wanna consider learning to make game without engine
@astroid-ws4py
@astroid-ws4py 2 года назад
Then research about great open source libs such as BGFX, WGPU, PhysX, EnTT, Learn C++, Rust and maybe Zig and compose it to your own liking, Also there many open source tutorials/examples for let’s say Unity that you can adapt to your own engine, Etc...
@russellthorburn9297
@russellthorburn9297 2 года назад
My professor in first software engineering course, which used C, started with the standard stuff: 1. Make the words "Hello World" appear on the screen. 2. Count how many times the letter "C" appears in the string. 3. Swap out every instance of "Hi" for "Hello" in the string. 4. Write a function that takes in a string and that looks for the first instance of the word "Dog" and returns index of the starting character. 5. Later project: Write a program to change the aspect ratio of this picture file (can't remember the format since it was very a long time ago). etc. While all of that might have been instructive, it was brutally boring. I feel that current students would be far better off learning the basics of syntax, class structures and coding best practices by doing something that is fun like remaking Flappy Bird (or perhaps more complex games) in Unity or some other engine. There's a lot to be said for making learning fun. The argument that coders are somehow missing out on learning because, for example, the work of detecting a mouse click was done for them is similar to an argument that I've heard for decades. People used to trash C because much of the work done for them and therefore they lacked a basic understanding of programming. They should be programming in a lower level language (e.g. Assembly) and certainly shouldn't be using any libraries like stdlib because that's cheating. Why constantly reinvent the wheel? Anything that a coder does to try and write their game from scratch using a graphics library has already been done again and again and is there for the taking with already highly optimized code when using Unity or Unreal. I say leave the game engine coding to game engine coders working for Unity and Epic. I've no interest in inflicting that kind of pain on myself.
@FourOf92000
@FourOf92000 Год назад
literally the thesis is that you are more than allowed to make game engines; he just chose not to for one project so he could tackle the under-the-hood abstract problems that carry better to other coding jobs
@chloewebb5526
@chloewebb5526 3 года назад
How did people not get that lol! What I got from your first video was: Using a graphics library will get you intimately familiar with the language you use, which will present many more better paying and realistic job opportunities than only learning how to use a companies game engine. However if you dont want those opportunities, or if you have a hard time with code (like me, im an artist first) then a game engine is probably the safer and easier way to go. It sounds like people read the title and didnt watch the video.....
@djpeterson7479
@djpeterson7479 2 года назад
Good news is, the dislikes are now privete! XD Seriously, this is a good follow up video from your last. I know exactly where you are coming from. I wrote my first engine a while back ago. It's a lot of work, and for that very reason I ended up moving to Unity. I wrote my engine in C++, and so moving to Unity made sense since C# is similar but, honestly, faster for getting things prototyped. Unreal sounded good at the time, but there were some things about its implementation I wasn't sure about. Fast forward to now, and my game has come along nicely, but I've made some sacrifices. I started building my game in Unity back before the HDRP and URP pipelines. Converting to either is not an option now. Sadly, the standard pipeline incorrectly applies irradiance, and the light probes cannot be rotated, nor restricted to certain camera outputs. My engine corrected these things. So my game has taken a visual hit in a way I was not expecting. I'm very sad about this, but I must say if I continued on my engine, I may never have started work on my game. So yeah, it's a choice everyone has to make. Great vid!
@cmdr-reflipd
@cmdr-reflipd 3 года назад
I am building a 3d game engine, I am on 3 years or more and almost ready to release a public beta.
@baaz5642
@baaz5642 3 года назад
But why
@cmdr-reflipd
@cmdr-reflipd 3 года назад
@@baaz5642 $😉
@yiit9914
@yiit9914 7 месяцев назад
is it finished?
@hynanix7577
@hynanix7577 3 года назад
The reason I don't use game engines is just because I'm too lazy to read the whole documentation
@codingboy2254
@codingboy2254 3 года назад
but isn't pygame somebody else's library ?
@hynanix7577
@hynanix7577 3 года назад
@@codingboy2254 Oh yeah I'm an idiot
@hetsmiecht1029
@hetsmiecht1029 3 года назад
Ikr, whenever I make a game I first design the cpu and gpu, just because I'm too lazy to read documentation on a pre-existing instruction set. /j
@qwerty273
@qwerty273 3 года назад
@@hetsmiecht1029 I’ve done that though (but not make a game on it)
@soupnoodles
@soupnoodles 3 года назад
@@hetsmiecht1029 well, python is a very high level language, and also reading the docs for unity is way harder than for pygame, you need a lot more set up for it and its very ram hungry. Plus your learning nothing about CS or actual programming if you do most of your game dev with visual scripting. For people like me, whos main field is ML, making a game without a game engine teaches a lot more than the other way around. And not everyone wants their career as a game dev, i make games but i dont call myself a game dev, i do it because its fun and IT TEACHES ME a lot.
@johnterpack3940
@johnterpack3940 11 месяцев назад
I think where a lot of people go wrong is in thinking you either use a "game engine" or you code the entire game from scratch. An engine is just a collection of functions that do the things which need to be done. Even without an engine, you can still have ready-made software for the majority of the complex stuff. It's generally called a "framework". Plug in Vulkan, grab some libraries to tell Vulkan what to do, graphics are done. You don't have to figure out how to talk to a GPU yourself. There are ready-made physics engines, IO libraries, AI, etc. Sure, you still have to tie it all together. But it's nothing like starting from zero. And it gives you a degree of flexibility that the big engines can never match.
@GDScriptDude
@GDScriptDude 3 года назад
I guess that coding a 2D game that doesn't need too many custom features outside of the graphics engine would be nice to code natively. I personally like to leverage various high-level features of game engines that are better implemented than I think that I could have done on my own and I can focus on the game logic. But I get your point about learning to code. I did that before by coding natively in the past. People shouldn't learn to code with a game engine or framework first I think.
@jonteguy
@jonteguy 3 года назад
I mean, I think game engines were mostly *made for 3D* since 2D is so easy to natively program. So I think his whole argument is just bad. Of course if you're making a 2D game you can do it by yourself pretty easily, engines are made for 3D most of the time. They have 2D capability but it often gets abandoned or updated less frequently for a reason, I think this is further proven by Godot who's starting to really focus on 3D now. Game Engines were not created for 2D at first, period. Godot was but it's a very new engine in comparison so I don't think that has much weight. Yeah, this whole topic is nonsensical because anyone who's somewhat good at programming would prefer doing 2D all on their own and not use an engine. He even said "Unless it's 3D" in his video which again, is the whole demograph for an engine, people who wanna make 3D stuff.
@derbiervampir3516
@derbiervampir3516 3 года назад
@@jonteguy I believe you should maybe pay more attention to the dev logs of Godot. Godot 4.0 is getting a lot of new stuff for 2D. Take for instance the new tile manager.
@dibyoshreepaint9241
@dibyoshreepaint9241 2 года назад
@@jonteguy not the **whole** demographic, I am no programmer, nor do I want to become one, I make little games for fun and they’re all 2D cuz I’m a visual artist so I managed to pick up GD script and godot pretty quickly. There are many people who aren’t interested in becoming a programmer, and game engines spare us the hassle of having to hire one
@rebelcrusader9973
@rebelcrusader9973 2 года назад
@GDScript Dude, I don't agree with your last sentence as it defeats the premise of using an engine in first place. Engines and frameworks are there so you don't have to invest time developing them. That's like saying: You shouldn't learn how to drive before you know how to construct your own vehicle.
@yarpen26
@yarpen26 4 месяца назад
​@jonteguy I'm using industrial software to write a 2D game, I have at my disposal the default library (essentially just basic geometry, region filling and such plus a script editor that I tend to use 90% of the time) and that's it. No way to import external libraries, none of those even fundamental functions that typically come in a game framework, such as dynamic image drawing, I had to code all of that myself. And even that is by no means low-level since even that native library takes care of the memory allocation (not to mention the script is way more intuitive and straightforward than raw C++) and graphics rendering so no need for me to ever tackle OpenGL. And you know what? This "easy programming" takes me an absolutely ungodly amount of time to get done even the most basic stuff. Last night, I wasted an hour trying to make an array of segments terminate at a slightly higher point on a character's body just because I got so confused with all of those similarly named outputs that I used higher up: "this was a segment then, but now this one is a point array, but if I change this then it throws an error on that other output there..., I bet you know the drill, makes you want to smash your head against a wall. It's not easy, it's _simple._ That's not the same thing. Simple things may be straightforward to comprehend, but often take a lifetime to implement. It's hard to make a living being an indie gamedev even when you churn out five games a year. Try doing that when you add so much more work on your shoulders for each outing. You could say, well, just reuse your own library, but doesn't it kind of defeat the purpose? Building a game from scratch is supposed to give you 100% creative control, but then you effectively constrain yourself by your own previous creation. You want to go for a completely new style, now what? Rewrite the old library to fit the new style? Are you sure you're going to get it working more efficiently than if you were simply to resort to some third party offering? You're seriously going to remember all the crap code and workarounds you implemented the first time around just to cut some corners? I mean hell, I doubt you bothered to write genuine documentation to begin with and the entire community consists of just one person: you, so no StackOverflow assistance to rely on. Now sure, it's absolutely awesome as a learning tool and I will actually try this from scratch approach next time. But not to build a game that anybody would give a shit about, just for my own personal satisfaction. But it's reductive to say that people who use game engines to build 2D games are in some way a lower form of programmers. Putting a game together is never easy, no matter what tools you use.
@burningapparatus5211
@burningapparatus5211 3 года назад
Because i didn't use a game engine, I had to re-learn simultaneous equations for my GMTK game about a snake. 10/10 would recommend.
@gilian2587
@gilian2587 3 года назад
Linear or nonlinear? And what was your application of simultaneous equations? (I am curious)
@burningapparatus5211
@burningapparatus5211 3 года назад
@@gilian2587 linear. i had to figure out whether two lines were intersecting for collision. There are probably better ways of doing it, i just thought that using simultaneous equations would be more fun :)
@gilian2587
@gilian2587 3 года назад
@@burningapparatus5211 That makes sense.
@nejatulusal1475
@nejatulusal1475 3 года назад
My reason is I just enjoy coding with frameworks more than engine they feel like a a house I rented but with frameworks it is like a house I own I feel more confortable
@alphenex8974
@alphenex8974 2 года назад
Personally not using an engine is more fun since you are the one that is making the whole game. Meanwhile if you use engines, it is more like "I used some other dudes' system to make my own system", it is less fun.
@gabitheancient7664
@gabitheancient7664 3 года назад
I find esier making games with c and some graphic library than using a game engine, also I just love the low level part of computer science and want some experience, so... that's why I don't use game engines
@monohero231
@monohero231 3 года назад
Yeah, i also think that having something not work on a game engine is a lot more frustrating, since many times the problem is out of your control or you have something configured wrong
@okay1296
@okay1296 3 года назад
Try to programm a 3d game....
@gabitheancient7664
@gabitheancient7664 3 года назад
@@okay1296 I don't want to 👍
@NyneIX9
@NyneIX9 2 года назад
Just saw your original video, and now you sound way more confident in this video.
@jonteguy
@jonteguy 3 года назад
I've worked with UE4 for a while now and most places I've been outsourced to or been hired at build tools for the engine itself as well. They create functions within the engine itself as well. Custom engine addons that are not shared and don't exist within the standard download of UE. I don't know how other engines work nearly as well or if this is even an option but C++ programmers within UE4 at least, do a lot of things. People who program and people who actually *use* the engine are separate people. *This is the true reason as to why blueprints exist* It was never meant to make a whole game, it was meant for artists and level designers. Now, I'm not saying you CAN'T make a game using BP only, but it was not the intended purposes of the function itself. It was there to close a gap. (this might change in the future, BP might become so fast that it can somewhat compete with the speed of C/C++, I doubt it though) Now, if we're talking as a one-man show I agree, but for studios, how you talk about it, that is not really how it works. Thought I'd say that since I think it's important. If you're a VERY small team I think the stuff you say apply but if you're a somewhat bigger team none of it applies, the programmers in most cases *do not* use the engine itself, at least not to the extent you talk about.
@RevaeRavus
@RevaeRavus 2 года назад
This is much better worded (not that I was offended by your first video anyway - I wasn't). I've spent most of my life doing "art", and working square jobs that have nothing to do with gamedev professionally. Thanks to the shoulders of giants, I don't have to start from scratch. My goal isn't to turn programming into a career. It's to make game projects (almost all of which were never finished) in the 30 minutes my kids aren't asking me to play with them or having to fix plumbing or whatever - from the background of a 3D modeler/machinist/data entry monkey. Game engines are great for people like me. Farthest I ever got with graphics libraries was moving a pixel around a square window. Fun.
@excalizan7697
@excalizan7697 2 года назад
Dude, I'm watching your videos for a while and HOLY SHIT YOU'RE UNDERRATED!!!
@jerama
@jerama 3 года назад
Thanks for making this video (and the past one) - Glad for clarity and curious about gamedev, not sure of your experience but glad to hear an open take on the benefits of learning gamedev one way over the other and how to start depending on which way you take it. Cheers!
@InfernityKnight
@InfernityKnight 3 года назад
I still think your overall point is not a super strong one, though I don't disagree with what you are trying to say. Its certainly true , you will learn deeper fundamentals of programming if you were to make your own game engine, so to speak. but I think your premise is sort of under the assumptions that there is nothing "problem solving" wise or even "coding wise" to be learned from using game engines(or at least it comes off that way even in this updated video). All these things you mentioned that you learned from not using a game engine can also absolutely be learned even if you used one. The only real thing would be the level of abstractions that exist in comparison to the software industry, but even modern software and software development jobs are getting more and more abstracted, its kind of the natural order of development of tech. Though I don't disagree that your way is certainly a great way to learn likely faster and more rigorous and if you do have interest outside of game development(which you mentioned). But your point still comes off on a high horsey note regardless. I mean it would still be like saying someone is glad they didnt learn to use graphics libraries versus creating their own. its just goes in circles to the point you can find value in any and everything. I mean there are plenty of people who landed software jobs without even having built anything from the ground up in any form so you still aren't saying very much overall.
@aprameyanaganur2934
@aprameyanaganur2934 3 года назад
You're missing the point, its not about making your own game engine(he never did btw) its about using something whose skills are far more applicable in other fields(that's the main point). Game engines have you interact with their abstraction layers. He even says that there is a very important element of problem solving in game engines, but the problem-solving skills that you obtain when developing with a game engine are far less transferable to other fields. There's still the point that you gain a much more in-depth knowledge of the problems that you are trying to solve with using something like pygame. (Stuff that you usually take for granted in game engines like physics).
@InfernityKnight
@InfernityKnight 3 года назад
@@aprameyanaganur2934 yeah and im still saying thats not fully true(speaking from experience). in web development for example. the idea is that you focus on concepts which is the dame thing u wpuld do in game development. sure game engines may make you not have to worry about all the boiler plate code, but other but other fields are doing this too anyway. look at things like spring boot. hell even python game oriented libraries essentially give you most of what you need. when it comes to software developement. the concept of problem solving is key. you go deeper when you need to go deeper and there is no right or wrong time to do it. all depends on what your trying to do. and problem solving skills are an absolute must in game dev game engine or not as well as coding foundations. this is easily transferable across any software development field. you just need to change and understand the eviroment of your field. which you will need to do no matter whaat when you switch. so yes i still call bullshit on his point.
@__dane__
@__dane__ 3 года назад
Without watching the video let me give you a better title: “Why I’m glad I know how to create my own game engine”
@aprameyanaganur2934
@aprameyanaganur2934 3 года назад
guess what that's not a better title
@alvirahesc7436
@alvirahesc7436 3 года назад
Beginner programmer and gamedev here, I started learning gamedev with Unity. I just cant imagine how do I start making a game without using it.
@lyricseditorIN
@lyricseditorIN 3 года назад
What to just in confusion 😂 game engine or not
@1nilusnilus856
@1nilusnilus856 3 года назад
You inspired me to start programming two years ago... i always wanted to code and i started in python using pygame following your tutorials , thanks for all the videos!
@anntakamaki1960
@anntakamaki1960 Год назад
Basically: Use Python if you want to learn so you can get a job. Use Game Engine if you are already knowledgeable about programming, or your main goal is to make a good game people want to buy.
@dfa2691
@dfa2691 3 года назад
Surely starting everything from ground 0, from the bare metal, is a hell of a learning experience. And you will go trough a lot of problems someone else solved before you. But is also true that, removing all those complexities you focus on new and diverse complexities. Better game architecture, novelty interactions, extreme UI designs, reactive audio, whatever. I ve started as a kernel and driver developer. I can say nowadays the need for kernel/driver devs is greatly reduced. Things have become easier. And that is good! I m a strong believer of the top-down approach in learning. You start with high level problems and you drill down as you build your confidence up and your aspirations grow until you reach the bottom of it.
@bobtheberet1380
@bobtheberet1380 2 года назад
As someone who took a few computer science classes and even made a game from scratch in Java before starting game development in a game engine, can definitely agree! It was a very smooth start because of prior experience and I'm glad I did things the way I did :)
@HE360
@HE360 3 года назад
We're the same. I like making my games without game engines because it's more fun, I don't have to worry about barriers. Also, instead of configuring an engine, I could just copy and paste code. I also feel like I learn A LOT more without engines, the skills are transferable; it gives me more ownership in being able to say that "I programmed this entire game and here's my source code", and in reusing code, sometimes it could take me the same amount of time making a game without using a game engine vs. using one. And by the way, writing without an engine makes one better at using game engines.
@Anriuko
@Anriuko 3 года назад
Conversely... Using a game engine makes one better at architecting a game engine!
@__dane__
@__dane__ 3 года назад
The only people I’ve seen have any degree of success making their own engine are people who are already very experienced programmers and even then many of them do not finish it because making a good engine is hard. The amount of undergrad CS students with zero game dev experience I have met who have been told making their own engine is the only way to go is ridiculous. And because of that they all learn way less about game development as they spend less time making games and more time learning systems only to eventually give up because it is a different career path
@tristangremont6610
@tristangremont6610 3 года назад
1st: The goal of the students (exept for game dev students of course) is not to learn actual game dev but => dev 2nd: In my school in France we have several learning modules including game dev but usualy from scratch or only graphic libraries, in all thoses rich modules i learned a lot on programming but the most of the things I learned is by making engines) 3rd: For most It has never been about publishing an Engine, far from it, it is just for being more specific on the project you work. That's why many big game studio are making their own engines (even some times a new version per game) rather than using a powerfull all-in-one existing Engine such as Unreal or Unity Today I am pretty happy of the game dev experiance im having, by using existing engines in compangnies and my own engine for personal projects. I love doing both but prefer the experience I have on my Own Engine in my Own way with some friends. Because you know even if there is definitivly features I prefer to use on Existing Engines, but I love when I see some thing very hard to do in thoses for no reason and i can just make it easier on my own engine or even create features for specific game types that is missing on unity or unreal.
@tristangremont6610
@tristangremont6610 3 года назад
And finally, pretty sure i spent same amount of time creating my first engine than learning Unreal wich should have taken even much longer without making one first to actually know what an engine is supposed to do and how it works E.C.S for ever
@cybr69lol
@cybr69lol 2 года назад
Seeing some of the comments I don't think people understand your video
@peytonfaz
@peytonfaz 2 года назад
You should have seen the last video on this. They REALLY didn't get it.
@ophelia6044
@ophelia6044 3 года назад
"The choice of whether to use an engine or not really is something people forget to consider nowadays." Wasn't something that we were questioned before starting game development, people like me goes on google and see what are the available options and choice the right one for them, so it's not a big deal as long as the experience is pleasant and the result is what we expect. I can't believe I just wasted my time watching this video and writing this comment, lol
@johngibson4874
@johngibson4874 3 года назад
I can't believe I wasted my time reading this comment lol. If you didn't understand his message, you should have stayed quiet.
@ophelia6044
@ophelia6044 3 года назад
@@johngibson4874 I'm not that type of a person who gets likes on a youtube comment, I wonder why I got so many though! It could be basically just you who don't want to understand my message, which is just a basic english! Do I really have to re-explain it again? No no no never!
@mateoferretto2175
@mateoferretto2175 3 года назад
I think the premise is kind of wrong, though. At the very early stages, sure, python is better. Once you go into game dev specific stuff though, then go to an engine. Using an engine shouldn't be an excuse for not learning low level stuff or complex stuff. Spoiler alert: you'll need it anyway. Algorithms like A*, Dijkstra and such are still important, intricacies of how C# and C++ work will be vital. They may not be required for your first game but when you join a company and things need to get done in a timely manner to actually earn money, going from scratch is not a good option.
@foobarmaximus3506
@foobarmaximus3506 2 года назад
He'll have to learn that stuff the hard way, like everyone else who stays in this field.
@theonlydhruv7888
@theonlydhruv7888 Год назад
If you're joining a company. You'll have to work like that, but if game dev is just a hobby and you want to something else like dat science, then a framework is the way to go. this is because it builds your undertsanding of the language you're working in
@tramarthomas6105
@tramarthomas6105 Год назад
youre basically repeating what he said in the previous video
@XFajk
@XFajk 3 года назад
I program in C++ and i tried unity C# and java but I dont know why but C++ was the first lenguage in what i finaly understood the komcepts of programing and now I am learnig OpenGL so i can create my own game engine because i will have the control over it and I will make games faster And I will understand everything in the engine
@yourmajesty9025
@yourmajesty9025 3 года назад
The main reason not to use game engines is building the game for various game platforms. It's so nice to spend 10 years of your life just releasing your primitive and useless game on various platforms. 😊
@DoubleBullet
@DoubleBullet 3 года назад
lol
@Skeffles
@Skeffles 3 года назад
Fantastic video! Sometimes I get the feeling a lot of game developers, especially here on youtube, just don't understand anything beyond unity (or godot or unreal, basically the big 3) so it's refreshing to see this.
@vachila643
@vachila643 3 года назад
Imagine not leading with a game engine but becoming good enough to make a game engine if you want to! B-)
@MechanicalMooCow
@MechanicalMooCow 2 года назад
Using Pygame to make a game isn't that impressive lmfao
@PossessedGR
@PossessedGR Год назад
Your initial video was pretty clear. And I agree on your viewpoint.
@Matdrox
@Matdrox 3 года назад
I really want to thank you for inspiring me to learn something new with your last video on this subject. I've always found coding from the ground up to be an unrewarding and unnecessarily hard task but your video along with your tutorials helped me realize this wasn't true. I have now started working in Pygame and I am really liking the way you know everything that is going on. This lets you focus more on the feel of the game rather than trying to battle the original physics code in Unity.
@doomknight233
@doomknight233 3 года назад
I actually tried to code without game engines since Unity is so complicated for me and Unreal is just a no go. Unity also randomly gets error when I use it so I have to restart it but I don't think I have time to just go learn coding without a game engine so I discover Godot and I love it so much. If I ever become stable and can not rely on a game engine I'll try again on using pygame or SFM library for C++ but until then I love the game engine Godot. Probs to your video and I hope beginners will choose to do that before following a game engine. Edit: Godot also made me discover passion for 3D and I'm not that type of person to make 3D without a game engine lol but I have made a 2D game with pygame so if you're beginning programming and really want to work with 3D I recommend a game engine
@ashtonhunter4727
@ashtonhunter4727 3 года назад
I got into making games mostly through your videos. I found engines overwhelming and pure code more rewarding and flexible so thank you so much for showing me that it is possible to make games without an engine. I've actually made a few games for game jams now and want to work on something longer but currently don't have ideas. Once again, thank you for not only pointing out that there are other ways to make games but also teaching me through your videos.
@JohnSmithson999
@JohnSmithson999 3 года назад
Majority of people in fairness don't make game solo they work in teams, so you end up using whatever everyone else is using (whether you like it or not). But that is the point you're making, learning how to program in general is the focus so anyone reading this should do both; download the mainstream engines (Unreal/Unity) and also make simpler games by yourself in a customised framework to learn properly. Just saying even as a hobby working with other programmers/designers/artists they exclusively use those two engines and won't want to work with you if you can't use them.
@rebelcrusader9973
@rebelcrusader9973 2 года назад
Me, being someone who started developing my own engines since 2005, I can say that going to Unity was the best thing I ever done and something I should have considered long ago. It just makes the best of my free time as far as productivity goes, accordingly to my priorities. I really don't care no more how things tick on the inside; I just want to get things done. To each his own.
@pyrytheburger3869
@pyrytheburger3869 2 года назад
this is so true
@SimplyXtra
@SimplyXtra 3 года назад
Actually after I finished watching your last video on using Pygame over a Game Engine. I learned a bit of Pygame and, compared to Unity, it felt a lot more rewarding and cool 👍. Now I can flex on all my friends about how I don't need a game engine. 🕶️🕶️🕶️
@aprameyanaganur2934
@aprameyanaganur2934 3 года назад
I know right, I spent a bit of time on unity but it was slow and just a heavy program overall, also I found working with Unity's abstraction a bit cumbersome. In pygame, I had to manage all the physics myself, which required a lot more work and was a lot more rewarding once i got it right
@olbluelips
@olbluelips Год назад
Making even simple games from scratch made me a way better programmer
@Ade0nC0ding
@Ade0nC0ding 3 года назад
About a year ago I was trying to choose between pygame and godot for making games. I chose both. Simply because I wanted to have the simplicity to implement your ideas into a game as well as writing some complex but interesting physics based things on a lower(in comparison) level :)
@sqaxomonophonen5998
@sqaxomonophonen5998 3 года назад
When applying divide and conquer, always attack the hardest problems first, and/or those problems you're not certain can be solved. Like, if you're doing a big world 3d game, make sure your engine/framework/library/gfxcode can handle a world of the size you need. Or if the game has online multiplayer, make sure you can have the number of players/entities you want, etc. Never work on the problems you KNOW you can solve unless there are no hard problems left, or if you need to solve an easier problem to even get to a harder problem. Being good at this means you'll quickly find out if an engine/framework/library suits your game. With that said, engines and frameworks have a tendency to make things easier in the beginning, and harder late in the process, whereas libraries and code from scratch have the opposite dynamic. Probably because the solution is tailored to the problem. With frameworks and engines you could say the problem needs to be tailored to the solution. Also, with closed source engines and frameworks, you can be unlucky and stumble upon problems that are nearly impossible to solve. For a real world example, see the physics problems in Kerbal Space Program; if they had had the ability to modify the physics engine, they might not have had to push several patches trying to compensate for the things the physics engine "did wrong", never really solving the instability bugs. (KSP also has really bad performance, but I don't know if that's completely Unity's fault)
@TylerGreen
@TylerGreen 3 года назад
I've never made a game without a game engine but this definitely sounds interesting. Maybe I'll have to try it out someday
@crumstopher
@crumstopher 3 года назад
I watched the original video and that's what got me to use pure code and graphics libraries rather than a game engine, and I'm glad it did, because I find game engines to be very unintuitive, so thank you!
@Steve18795
@Steve18795 3 года назад
Am I the only one who was more focused on the gameplay in the background than on the explanation ? 😅
@strongholds12
@strongholds12 3 года назад
Thats what i thought you said. I forgive you
@MiketheNerdRanger
@MiketheNerdRanger 2 года назад
I'm not a programming wiz and nor do I want to be, so therefore, I'll stick to engines. Glad it worked out for you, though
@peytonfaz
@peytonfaz 2 года назад
well you got the point of the video so well done. totally ok if you just want to make a game. i wish you luck out there
@twenty-fifth420
@twenty-fifth420 3 года назад
Hey first and now a little further on my own python journey! I hope to finish this course for a week but I just want to experiment. I expect to fail and I learned that is okay. You are an inspiration! Glad I rung that bell. 💜💙
@AdamM12590
@AdamM12590 3 года назад
Appreciate you making this video to clear things up for those people....but it really wasn't necessary, most of what you said was 100% correct, people on the internet are just trolls or ignorant its a joke sometimes
@luisernestodeltoropena6606
@luisernestodeltoropena6606 3 года назад
I share your point of view, I believe going low level (but not lower than libraries like SDL) is a great way to get into game dev. Specifically for python you can do lot of nice things, the big problem is porting your game to other systems like mobile or console, what are your thoughts about that?
@izumichan31
@izumichan31 2 года назад
I think if you use a C/C++ library/framework you generally will have a better time with porting as console dev kits will likely have bindings for C/C++ already(pretty much every decent/good game engine is written in C++ regardless of what scripting language is used). C#/Monogame seems like a good choice for console porting as well.
@eboatwright_
@eboatwright_ 3 года назад
I really wish I hadn't have started with Unity. Because then I started trying to use other things, and I just couldn't. I've gotten better now, but it was really bad. I just couldn't do anything without Unity. :(
@user-rr8hc8ls5n
@user-rr8hc8ls5n 3 года назад
I don’t really like pygame (and python in that matter) for gamedev cos there are lots of lost opportunities. Firstly python is SLOOOOOW. Secondly you can’t export python/pygame games to mobile/web/console/anything else and desktop is still done in a strange way. Thirdly NO 3D, not because ‘it’s hard to create your 3d renderer’ but because pygame doesn’t have 3d rendering, you not suppose to create a 3d renderer on top of 2d framework cos it doesn’t work this way. I’m still glad about this and previous video and was watching your videos for like a year. I just prefer an environment for gamedev. Like Godot, it has my favorite python syntax (gdscript) and all meant for gamedev. Even though it’s an engine. And yes I agree with everything you said, 3:55 is the number one reason. EDIT: Forgot to mention that YOU CAN CREATE 3D GAMES with frameworks
@maqabayker
@maqabayker 3 года назад
I respect your expressions and statements but there are some stuff that I have to state. First of all, I agree python is "slow" in comparison with compiled languages but it doesn't mean that modern days CPU will just screw up and won't run games created by using python and pygame graphics library. So you can make pretty much well polished games and get some good feedbacks on that. Second of all, you are talking about 3D stuff and I ask you can you make AAA games? you could make 3D game by yourself but it won't get so much attention as same as big companies' games get. So if you are an indie developer, then I think it will take so much time to finish that very well made games. There is another point that you can learn and experience if you are only and only wanna work on a big compony. Then you have to learn game engine and stick to that but you can experience some of the graphics libraries such as pygame or SDL2. In any case, you have to think both sides of programming and commercial aspects. Then you will find your way that you gonna be a professional game developer or indie game developer. Note: making 3D games doesn't make you to make more revenue with that game, look at Hollow Knight, Dead Cells, Inmost, they are all 2D games but they polished very well and developed professionally. So they make people to enjoy that game so much and even forget that that game is even 2D.Those and some other games prove that it is up to you to raise a project or make it trash.
@Ozzianman
@Ozzianman 3 года назад
There are performance improvements to be gained with the upcoming performance improvements for Python, as well as the potential of compilers such as Nuitka (Do not know how well it would work with PyGame projects).
@Distanc3
@Distanc3 Год назад
This is good content, and I think you're right that circumstances really matter here. I'm sure there are plenty of inspired and creative types of people who would benefit from as many user-friendly game development tools as possible to bring an idea to life. I am just coming back to my interest in game development after finishing my Computer Science degree, and I felt that I really need to challenge my programming ability and strengthen those skills. There are so many different ways to get started, and balancing that with the desires I have for a final product and skills I've personally developed made it apparent that I just had to start working and learn as I go.
@whyunosubcribe433
@whyunosubcribe433 3 года назад
those people are just dumb. You totally said that for most people, using a game engine is likely the way to go
@assakurayoh
@assakurayoh 2 года назад
"It's straight up easier not to use a game engine, some people find it easier to build complex systems from simple functionality rather than using other people higher functionality to build complex systems" Awesome Argument !!
@mikul3122
@mikul3122 2 года назад
I usually end up making a game-specific "framework" on top of the engine-specific framework. A lot of the custom solutions I have can be applied to a different game (with some minor tweaks at times). Of course, utilizing other peoples solutions from things like the asset store or github is a good move imo. Obviously that's case-specific but it helps a lot. I think that's the most efficient method for indie developers, and I think in the software industry choosing the most efficient solution given a set of constraints is really valuable. But I also understand "I built my own game engine" will blow potential employers minds and make them think you're a genius. Which I think is a great strategy for someone not yet in the industry to get a foot in the door ngl. Also the game looks sick. Great job.
@miniappletheapple
@miniappletheapple 3 года назад
so why not use c++ with sdl,sfml,raylib,c# with monogame or even lua with love2d?
@ridespirals
@ridespirals 3 года назад
Your opinion was very clear in the last video, I understood what you were saying. People don't listen.
@cryelectric
@cryelectric 10 месяцев назад
Wow, this is really inspiring. especially at a time when the greed of American companies seems to have no limits. Thank you!
@LearnWithBahman
@LearnWithBahman 2 года назад
Could you make a video about your whole 2d web tech stack? Do you use backend framework? which one? or there is way around it?
@Beeftitan
@Beeftitan Год назад
Dont worry man, people love their game engines. Even though they suck and are a complicated mess.
@baldsealion
@baldsealion 2 года назад
There are plenty of jobs available for game development looking for specific experience for certain game engines. I don't think either way is wrong. Both have their own pros and cons.
@peytonfaz
@peytonfaz 2 года назад
Yeah but he meant like ALL jobs related to programming not just game dev. Which is why he said if you are looking for a general job and not just game dev then building an engine would be better for all around experience.
@user-gl1tx2gc4w
@user-gl1tx2gc4w 2 года назад
unless you have a well-funded team of senior engineers, building your own game engine is a terrible idea. if you want to create and sell your game, use an engine. If you want to learn, use an engine. After 5 years of extending an existing engine with custom dev tools, you might know enough to begin building your own.
@izumichan31
@izumichan31 2 года назад
You don't need to be a senior engineer, a team, or be well funded to build your own game engine. 2d engines are actually rather trivial. When using a framework the focus shouldn't be on "making the engine." It should be on making the game. The engine comes naturally as you need something. Don't try to build a whole engine before you start your game. That's where failure happens. Systems should be made as you need them. Not way before you might ever need them. When using a framework don't build a level editor for your game, use Tiled or Blender(any other 3d software) to create your world and import it. Monogame and libgdx for instance have built in 3d support. They can also import from various tilemap software IIRC. If you need physics, Don t build your own. grab a physics engine that already exists. Bullet or boxed2d for example. There are others. The real secret is Unity and Unreal also use already made physics engines. Both have Bullet built in.
@justsomeguy6545
@justsomeguy6545 2 года назад
Yeah you missed the poin
@BabyGreedTheHedgehog_MegaLifeF
@BabyGreedTheHedgehog_MegaLifeF 3 года назад
I feel sad for you man. The game i'm working on it's going very good. You are so missing out. And Clueless. A shame of you. It cost me money, but I'm getting through. And when i get through the main goal. I don't need to do it ever again. It will be my permanent working tool in unreal. This means i can make hundreds of games with the tool. I'm not there yet. I'm almost. But anyway, wherever it takes you good luck.
@someonehere4380
@someonehere4380 3 года назад
did you actually watch the ducking video?
@DoubleBullet
@DoubleBullet 3 года назад
@@someonehere4380 there's no ducks in the video.
@Shezza_1212
@Shezza_1212 3 года назад
In have stopped using unity since it was overwhelming and i struggled learning with all the physics and stuff, i would rather do pygame and make simpler yet more practical project because i want to become a software developer! Thank you for helping me with this decision.
@dicember92
@dicember92 3 года назад
I don’t know why some people took it as a personal offense... 🤷🏽‍♂️
@cregerbot8217
@cregerbot8217 Год назад
I'm an artist no too keen on the programming side. That said, I have a ton of fun designing them. I use a visual coding engine called Flowlab, which has it's own issues but I have grown on how to use it how I want as an art-focused developer. Not sure if I'll go too far into the programmer side of things, but it is interesting to look at and TRY to understand it. I've thought about moving over to Godot to try and get some experience in some sort of script so that maybe I can grow into other languages if I wanted. But as for now, I'm used to abusing a very basic visual coding engine lol at least it is fun:D
@Destroyer19941995
@Destroyer19941995 2 года назад
Everyone is different legend. You go your way and its right for you thats how you will succeed. Just keep doing the way YOU want to do it not someone else.
@LiamIsAnIdiot
@LiamIsAnIdiot 3 года назад
People don't seem to understand that "This is good" doesn't mean "This other thing is bad". Good on you to make this situation clearer. But again it depends, maybe some people are only interested in game making and don't want to link into software engineering for example.
@marcosantos9512
@marcosantos9512 2 года назад
It's cool it worked for you and you have a excelent point the dificulty of the problems in game dev may give you a very good skills. But even this (IMO) is only valuable in some cases, because the kind of skills you get from building a game from scratch does not necessarily will be valuable depending on the job you want. I work with programming and there are tons of things more important than the ones I would learn making a game from scratch. So one must always check if the things that will be learned worth the investiment. And an advise IMO if your main goal is make a game never make your own game engine there are tons of things to worry about a game and making the engine must not be one of them
@DaFluffyPotato
@DaFluffyPotato 2 года назад
In my case, since I ended up working on embedded software and simulations for rockets, gamedev translated very well. A *lot* of the lower level thought process was applicable.
@DolphinDev
@DolphinDev 3 года назад
I feel unless you are really good or experienced with game engine creation, as a beginner it is usually better to use a game engine just to get used to programming and to get to know what it takes to make a game, anyways great video and some good points nonetheless
@aprameyanaganur2934
@aprameyanaganur2934 3 года назад
why do people think his vid is about MAKING game engines instead of not using them?
@Hart8
@Hart8 3 года назад
I fall into category that I used mostly engine (Godot) for displaying stuff and rest I program myself
@freedom_aint_free
@freedom_aint_free 2 года назад
After you've got into a certain level in programming, not using a game engine means having to reinvent the wheel every time: an fruitless ordeal. If even multibillion companies with dozens and dozens of highly skilled software engineers with decades of experience do use a game engine it tells you something about it, it is always too expensive to go against the grain of any industry, you should do so only if you really have a case for it.
@NbWfer
@NbWfer 3 года назад
I can totally get that "Not relying on game engines will help you improve your coding/problem-solving expertise", but that's up to what's the goal on each usecase. . If one's goal is to learn how to code/solve problems there are a million other choices that may or may not rely game dev. It also is a viable goal while using game engines -and in an increadibly supperior level, as they not only understand how a specific game engine works programmatically, but they also understand complex design patterns and choices used to create the engine. . One example is the WPF framework from Microsoft -not a game engine, but still an "engine": Doing things programmatically helped me, not only to understand C# and object-oriented programming insanelly better, but provided me the know-how to implement my own extensions, that will (hopefully) be bugfree enough to be "NuGet-ed", one day. . Yes, both options can make good games Yes, both options can improve your skillset Yes, both options "can give you" job opportunities And, yes, not relying on game engines has bigger change of "helping you learn things". . No, making games doesn't make you (good) programmer -for both options. . What makes one (good) programmer is whether (s)he has aquired the know-how that's needed implement valid, efficient and adaptable pieces of software (or hardware). How (s)he aquired said know-how may or may not include game dev of any form and, if it does, it's still as valid as any other way of learning programming. . You can write games using freeglut (!) and have no know-how whatsoever. You can only write games, only with [insert random game engine] and be a decent/experienced programmer just by doing that. . Where i'm getting at, is that whether one learns how to code is up to himself. What he uses to achive that is usually irrelevant.
@vast634
@vast634 3 года назад
I have seen many hobby "game" developers getting stuck forever mucking around in their own engine implementation. In the end, they spend all their time in their engine implementing features they supposedly would need, reinventing the wheel, optimizing performance, and never actually making a game. (or anyone else wanting to use their engine). Self made game engines are an endless pitfall that attracts nerds, making them not do anything productive in the end.
@DaFluffyPotato
@DaFluffyPotato 3 года назад
If you’re “making your own engine” for a 2D game, you’re doing it wrong. You’re supposed to focus on the functionality you actually need for your game. I spend very little time on engine-like functionality.
@alefratat4018
@alefratat4018 3 года назад
Maybe they actually prefer to make game engines than games. It's 2 different things.
@wakandaforever8597
@wakandaforever8597 3 года назад
Thanks man, I started out without a game engine, but i somehow thought using a game engine was the only "correct" way to make marketable games and switched to unity, but i encountered numerous stuff that i can't customize. after watching this video, i did some research and discovered that game graphics libraries exist, im going to switch over to java.
@Mushroomfields
@Mushroomfields 3 года назад
I was just starting on gamedev and when it came to programming I was stuck on this ideas. Programming is a very strong skill and getting more into it would led me into thinkering and customizing some good open source software or even creating my own software if needed at some point but I got afraid of how much time it would involve to get to that level. I stuck on only using a game engine and broad my focus on understanding other things like art and sound
@asherhaun
@asherhaun 3 года назад
I have tried unity, unreal and Godot, they all have things I like and dislike. But I dislike the heavy reliance on GUIs. I prefer to instantiate gameobjects and define classes or repeatable entities with code rather than a mouse. I realize that is a personal opinion about how a engine should work, but that is the main reason I am developing my own engine. It is also a great learning experience to learn openGL and various low level rendering techniques that most engines abstract away.
@christophsiebert1213
@christophsiebert1213 3 года назад
I get weird vibes from this approach: "There already are 3 engines out there that are pretty advanced and leverage so much work for me already... I should code my own engine and show them how I would do it." Sure, you gain a ton of experience by that, but it also sounds like unnecessarily re-inventing the wheel.
@asherhaun
@asherhaun 3 года назад
@@christophsiebert1213 like I said, it isn't for everyone. I still use unity as well, I just don't prefer it.
@BlazeZ__
@BlazeZ__ 3 года назад
I know its a stupid question but how do you make an engine how do you start ?
@christophsiebert1213
@christophsiebert1213 3 года назад
@@BlazeZ__ If you have to ask, you may not fully understand what an engine even is. An engine is supposed to lay the groundwork for multi platform communication with a device and prepare higher level access to all sorts of helpful frameworks for usage in your projects. This higher level acces may include any sort of of "easy-to-use" networking, wireless capabilities, controller inputs, sound system, and graphical scenery. Existing engines will give you a way to simply place objects into a scene, while it does all sorts of optimizations to reduce lag and optimize throughput to the hardware. Stuff you would have to do yourself otherwise and which can get pretty nasty.
@asherhaun
@asherhaun 3 года назад
@@BlazeZ__ places to start learning that I reccomend are the cherno youtube channel, games with gabe, games from scratch, coding train, and javid9x
@kunsterman
@kunsterman Год назад
Maester, you're a master.
@kormak7535
@kormak7535 3 года назад
Can't I call PyGame a game engine?
@ajiteshkumar
@ajiteshkumar 3 года назад
it's called a framework :)
@kormak7535
@kormak7535 3 года назад
@@ajiteshkumar Yes, it's called that, but actually I don't see much of a difference other than the GUI
@suras8849
@suras8849 3 года назад
It is just a library that helps you to create a window and gives you access to input etc. A game engine on the other hand is a complete tool chain for creating games. Something like pygame can be a building block of a game engine, but an engine does so much more than that
@mostm8589
@mostm8589 3 года назад
The difference between an engine/framework and a library is who has control of the main loop (the fancy name for this is called Inversion-Of-Control by Martin Fowler). A library has zero awareness of control flow, It's just a bunch of code you call, it doesn't care where you call it. You have to set up most of your application's flow and then call the library in the places where you need it. A framework is the other way around, it's almost a complete application, minus the actual content and substance. You inject your code into the skeleton to make it a full, breathing application. It's as if your code is the library and the framework creators set up their application and called your code in a few key places to provide content and game logic (except it happened in reverse, the framework creators made a full application first but left a few hooks here and there for you to attach your code to later). Off course Unity is much more than just a framework, but all the extras are just extra, the fundamental difference is who gets to call whom, to put it very bluntly: who is the "main function". A library needs a main to call it, a framework is a main that does almost nothing except going through the motions of being a full applications, it calls your code to be an actual functional application.
@StarContract
@StarContract 3 года назад
Using libGDX myself, tried to use Unity and Godot - could never come to a point where I like working with these 2 engines.
@gilian2587
@gilian2587 3 года назад
The model they force you to use to build your code around is really bizarre. Keeping things organized in that model can sometimes be... difficult. It tends to lead to a highly coupled mess.
@supersonic174
@supersonic174 Год назад
I started making a game in unity then after not using unity for 6 months I can't remember much on how to use it.. I'm thinking it could be better to not rely on engines.. Just code and problem solve.
@paintogainmotivational
@paintogainmotivational 2 года назад
I feel like what you are saying is , its better to learn organic coding than to use something premade by others? Im a game composer who used Buildbox to create my 2d platformer shoot em up, Luni War 2 Ai Takeover. Im happy with the outcome but i can understand what you are saying, that when using an engine, you are sort of limited under what its offering.
@bonnymich
@bonnymich Месяц назад
To be fair, if someone is really young and has all the time in the world and its really really interested in this kind of world, of programming! art! and game dev! which is a combo of all, then yes learning how to make a game engine, learn C, learn assembly, learn learn learn, yea duh he'll have an easier time. But the clock is ticking and if you're a guy that's grown after school and you just get into all of this, dude just learn C slowly progress into the other langs learn to use the existing ones based on what u wanna make and in order to save time ofc and thats it. Plot stories are okeish from a point onward they will eventually come to you because through these you express you character as a person but art takes a tremendous part in all of this, otherwise you need money to pay someone else to make the art for you.
@hackerprincess8810
@hackerprincess8810 2 года назад
I love someone that can stand on their convictions lol. I'm a web dev transitioning into cybersecurity and I just learned unity runs on ios and android and i was like ooh that would be fun to make a mobile game. I've toyed with pygame but I was kinda put off by how archaic I thought it was, I'll def look into it again since ive been writing lots of python lately
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