I tried to learn game development and C++ through raylib and youtube guides. None of the imported assets for example code worked and it was overwhelming, so I decided to purely focus on learning C++ on (learnC++) but I gave up on it. Is there a more streamlined way to make games or is it all dedication?
>picks some autists library for gamedev that literally no one who wants to make an actual game uses
>"why isnt this streamlined?"
braindead
What's a better library?
unreal/unity if you actually want to get anything done, look up how they price the game after you break a milion dollars if you plan on that, if you dont then look at which languages they support you coding in and pick hat one
godot if you want something open source for a simpler game
there is nothing else
I heard that to employers, games that you make without an engine and make the source code from the ground up is better than using an engine and making a game. Basically if you want to be a designer use an engine, or if you want to be a programmer build it from scratch. Is this true?
Depends on your goal, are you trying to build a game or learn while building a game
Learn while building a game, my main hope isn't really to make it big as an independent developer but rather to build my resume to show employers in the game industry
>game industry
gamedev is a death sentence, get a job anywhere else in IT and then make your game as a hobby instead of dying from crunch and no money as a game developer
this. so much this. professional gamedev is a steaming pile of shit. save yourself anon.
thats like saying "i heard making my own pc by soldering parts i bought online is more secure, here look! i made a simple cpu that can calculate triple digit numbers!"
unless you know exactly what you want and have 10+ years of coding experience maybe that is viable for a simpler game, for example Noita. Otherwise remaking the wheel is only going to waste years of your life instead of actually making the game you want, you'll find that even unity with all its features doesnt have all the things you might want out of the box for example, let alone coding everything yourself lmao.
i've heard this argument a million times before
if you want to make maps or models, go to blender and load them into existing games/engines
if you want to be a real programmer, writing from scratch is EASIER than using an engine. 15 years of experience chad btw
>writing from scratch is EASIER than using an engine
oh, so you're posting that comment from an OS you made and the browser you made? what, you're not using something someone else made like a retard right?
>opengl and webgl are 95% related
>all you need is xwindow and a linux kernel
i bet you'll be telling me to wire the circuits myself next. go use unreal, and sit there puzzled when you cant figure out something they needlessly obfuscated.
so you didnt, thanks for conceding.
i made my own engine from scratch
threejs is a good place to start if youre clueless
if you want to use art that isnt cubes youll have to get halfway decent at blender
building from scratch is the only way to demonstrate intelligence. onions companies that pay 95k per year expect you to be a professional blueprint stitcher and then the game flops cause it can only run on a 4090
That's not even a game
Unreal Engine
Stop wasting your time with bullshit. If you must really be an indie fucking rockstar go with godot. If you really want to be a raging fucktard who cuts himself use cocos2dx.
What the motherfuck is raylib?
retard
so many fucking retards here who are allergic to graphics apis and first year math
>What the motherfuck is raylib?
An SDL 2 wrapper because sane people don't want to write a shader just to render a square on a canvas.
It's not a wrapper, it's made from scratch. The idea behind Raylib is to have a super small size library, which wouldn't be the case if it were a wrapper
LibGDX or Monogame.
Raylib is perfectly fine if you want to do C but with visual output. It's basically the missing "draw rectangle" command that you get in beginner languages like BASIC.
I'm also doing a bunch of full games in it, but then again I'm not underage b& and know roughly what I'm doing.
Raylib even has a template project that you can use if your toddler brain is overwhelmed.
As for ready-made engines, Unreal's documentation is shit because it explains nothing. The software is also built on the assumption that you have an entire team with dedicated niches working on the project, which means that a solo dev needs to learn a fuckload of separate UIs and how they interface with one another. If you don't believe me on Unreal documentation, I refer you to Slate, the component whose documentation looks like a Zen Koan.
Unity's documentation is shit because it's all "here's how to click NEW PROJECT" made by pajeets on Youtube. It was also always shit due to the asset store, which incentivized the devs to not actually fix their fucking bugs.
There's also Godot, which is fine. Not good, not shit, just fine. Documentation is good for once, but you are still using a ready-made engine with hardcoded ways of thinking. They also broke Godot extensions in 4.0 because the devs forgot that most people used those to create game scripts in other languages, not just for developing addons for the editor itself.
I guess if you are too retarded for C you might also like RPG Maker. It allows you to make your Final Fantasy dreams a reality.
And hey, Vampires Dawn was actually okay.
>It's basically the missing "draw rectangle" command that you get in beginner languages like BASIC.
Personally I prefer BGI ("graphics.h.") That should be in the official standard tbh.
>How do I make a game?
unity
>How do I make a game engine?
learn low level graphics api, linear algebra, trigonometry etc
This is a good course for beginners. If you don't wonna pay, I'm sure you can find a way to sail the 7 seas 😉
www.udemy.com/course/learn-raylib-c-fast-and-easy-graphics-library/
buy an ad
Learning c++ to build your own game is like learning ore smelting to build you own car
and then take engineering as your secondary profession. ez mechano-hog
Read through this instead. Or take a modern doom source port and screw around with it to learn C++.
SDL 2
i suggest u get up to speed with game programming through love2d.
after u finish your first game, venture into raylib as follows:
luajit has the wonderful and easy way to call c code.
start replacing love2d functionality using luajit ffi to raylib. it will present to you digestable steps into understanding the c side.
in other words....
u got love2d.keypressed
u compile a shared lib of ray lib
u add a single require in lua
and then write a single line of c declaration for the function
now its availble to u in your game
u meditate upon that single line of c code for awhile, until u fully understand it
now pick a more difficult function and repeat
Wall of text incoming...
If you want to work at a game studio:
You don't want to work at a game studio, believe me, for your own good. What you really want is a nice, boring corporate job at anywhere else.
Working at a large game studio is hell, you are given tasks with impossible time frames, and you will be forced to do unpaid overtime, and it will be heavy on your mental health and your personal finance.
Now I work at a top 5 IT company. Our management makes sure that no one has overtime, and even if some needed it will be given out as vacation days or paid next month. I had to work a couple of weekends and they paid double the hourly salary for those days.
It is boring, it is corporate, but at 5pm, I say "Good bye, see you tomorrow" and that's it. And I have free time for hobbies.
Apply to a "boring" company, and your only focus must be how the company deals with overtime. Anything else is just cherry on top. No amount of money is worth working 80-120 hours a week. When given the chance, ask everything about this topic. Actual salary is 4th or 10th in this regard.
Then in your free time make your game, and decide what you want: do you actually want to finish a game and release it or just want to learn more about development and how the computer works?
If the second: you don't need any library, go pick up books on math, computer graphics, and make your own renderer, do whatever. Try to make a simple program that renders a cube and changes the color when a key is hit.
If you actually want to finish a game and release it: pick a game engine, mostly Unity or Unreal.
Don't buy into the meme, to create your own engine. Those who tell you this have zero finished and published games, and they have narrow minds, and think that games=Windows/Linux. To make money you target as many platform as many you can. It is not exactly 1 click to target different platforms, but much-much easier, then writing everything on your own.
anon i appreciate ur insight but do notice that op didnt mention any work.
wat an intresting tiny bity cute little neuorosis u got going on there.
You forgot to take your ADHD medication again.
idk wat u talking about.
c++
why, c++
use pygame python pygame
Unreal Engine. Look into it.
Learn C++
Learn OOP
Learn OpenGL
and you can start but you will still have to study physics and math even with engines like box2D it's not that easy. Good luck have a fun.
download godot and follow a tutorial
things in godot look weird the first time you try doing them but then they are so easy
https://www.sfml-dev.org/
https://www.ogre3d.org/
start with SFML, then move to OGRE. Ignore the godot troons.
while(true)
{
// get input
// update game
// draw game
}
this is literally what gamedevs in the 80s did, and the entire industry had to add a "turbo" button as a result.
based chad gamedevs bending the system builders to their will.
trying to learn how to program a computer before knowing what computers are and how they work is a fool's errand
read these books and do the problems:
>Computer Systems: a Programmer's Perspective
>Operating Systems: Three Easy Pieces
now read this to learn programming
>Programming: Principles and Practice Using C++
>Is there a more streamlined way to make games or is it all dedication?
Bro, to make games you will also need to leart AT LEAST art, animation, music, game design, UX/UI and maths.
Art and music can be done by AI, "game design" and "UX/UI" are buzz words, and you'll only need basic math.
Don't use C++ - it's the absolute WORST possible language you could start with because it has so many features and complexities (99% of which don't matter anyway).
Learn C first. Once you have a solid understanding of the fundamentals (control flow, functions, data types, pointers) then you can use Raylib.
Do you just want to make games? Stick with a game engine like Unreal, Unity, Godot, etc. (Decide on what kind of a game you want to make and pick your engine accordingly).
Making your own game engine from scratch or just with frameworks is for people who are either very passionate, or need to squeeze out every bit of performance and optimization from the hardware, 99% of games can just use an already existing game engine