- Don’t roll out your own crypto suite
- Don’t write your own game engine
- Don’t create your own OS from scratch
- Don’t build another multipurpose framework
- …
Whom am I kidding, go do all of that! Learn why you most probably shouldn’t 😆
I want to learn how to write a physics engine.
Those are easy, unless you want 128bit resolution, relativistic effects, collisions, or fancy stuff like that.
PS: Bonus points if you write one without collision detection, then sell it as a game on Steam.
PS2: Super Bonus points if you make it 64bit, then keep crowd-funding it for 10 years.
What if I make an OS that’s also a game engine?
Hear me out: a fully fledged desktop environment, like KDE Plasma or Gnome, but it’s a 3D world - “windows” are just walls, the file explorer is just a bunch of procedurally generated condos, and you get a Gmod physics gun to move stuff around.
Soooo… Microsoft Bob in 3d?
Microsoft bob in 3D with a Gmod physics gun
Ew, knowledge and experience, pweh disgusting
- Don’t make an MMORPG as your first ever game with only you and your one friend as devs
Oh, was it you who made Sociolotron?
What is this smell? Is that the smell of self experience?
Nah, I can’t tell a Class from a Function in most programming languages. I ain’t making no game.
You won’t be able to mistake the two if you don’t use Classes.
Oddly specific?
Yet depressingly common in MMORPG circles. People tend to vastly underestimate the amount of work needed to get an remotely playable MMO off the ground.
I’ve entertained the idea, and the first to requirements that come to mind are advertising money and server upkeep money - then one could start worrying about actually making it