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Handmade Hero – A complete game live-coded from scratch

handmadehero.org

71–79 of 79 posts

Re: Handmade Hero – A complete game live-coded from scratch

#71
What I find most notable about Handmade Hero is that Casey doesn't follow the mindless OOP mentality that is currently prevailing. I have been using more and more free functions, for example. It really made me question a lot of what is considered best practices.

For my personal projects I've adopted a lot of his style, which is very enjoyable to work with, and I found no downside.

Re: Handmade Hero – A complete game live-coded from scratch

#72
post #71

What I find most notable about Handmade Hero is that Casey doesn't follow the mindless OOP mentality that is currently prevailing. I have been using more and more free functions, for example. It really made me question a lot of what is considered best practices. For my personal projects I've adopted a lot of his style, which is very enjoyable to work with, and I found no downside.

This is probably a horses-for-courses thing. Typical OOP patterns are a poor fit for the lower-level aspects of a real-time game engine, where you really need to know what's happening on the critical path. Things like GC and constructors/destructors/finalizers can become an imposition rather than a convenience if they're not kept out of the main loop, and that can put you at odds with the usual idioms in an object-oriented setting.

I think the biggest benefits attributed to OOP are really from splitting up the namespace into more manageable pieces. This can and usually should be done in larger C and C++ projects even if you're not using an OOP approach. The defaults in this regard are a little unfortunate, but both languages provide tools to do it (internal/"static" linkage in C, namespaces and using declarations in C++).

Re: Handmade Hero – A complete game live-coded from scratch

#73
post #47

I've followed the first ~50 or so videos mainly because I'm interested in 2D game design and game physics at the basic levels (writing engines and physics). Commenting to ask if anyone has additional resources / streams / guides on those topics they can recommend.

I'd recommend making at least three games and shipping them on existing engines before trying to write your own. That's the best way to figure out what is and isn't a must-have feature. Beyond that, if you're interested in physics look up everything Erin Catto has written about the design and implementation of Box2d.

Interesting, yes I'll read Catto's work.

My background is in physics, that part interests me the most, I'd be happy to make a physics sandbox myself.

Re: Handmade Hero – A complete game live-coded from scratch

#74
post #55
post #43

Earlier quoted context omitted.

He's using 4coder - https://4coder.handmade.network/ He likes that its configuration language is C, so he doesn't have to learn a configuration language to get things done.

But if you are already using emacs, you already have learnt the configuration language. What's the benefit?

Most people don’t spend nearly enough time in a editor-specific language to keep it fresh and loaded at all time. So having to switch from a language/environment you’re fluent in to one you can merely get by in is a frustrating experience.

Watching Casey add some fairly powerful features in the editor in an hour or two, including using Windows APIs directly, was quite illuminating.

Re: Handmade Hero – A complete game live-coded from scratch

#75
post #67

I watched the first four or five weeks of episodes, but I'm still a bit puzzled by who Casey assumes to be the target audience. Granted, this is a really difficult endeavor, but I often find that he spends endless amounts of time explaining trivial things which, if you don't know them already, you'd have no chance of following along anyway. By that I mean, if you don't already know some algebra, you might "get" every…

I think he's aiming at hardcore gamers who are interested in learning more about engine and gameplay coding.

Game development is a great way to either brush up on your linear algebra skillz or motivate you to develop them in the first place, so he can't assume that his audience is either fully up to speed or completely ignorant.

Re: Handmade Hero – A complete game live-coded from scratch

#76

I've already gone through 3 weeks worth of Handmade Hero episodes but stopped because of my busy schedule. During that short time I was able to appreciate the value of having full control over your code. I've built a career using game engines other people have made. Sometimes it bothers me that I do not know what's going on behind the hood because of all the layers of abstraction. It's nice to be able to make somethi…

I see that you have already gone through 3 weeks of his episodes. I walked through the page provided, I can not see in what language is he writing ?

Re: Handmade Hero – A complete game live-coded from scratch

#77
post #76

I've already gone through 3 weeks worth of Handmade Hero episodes but stopped because of my busy schedule. During that short time I was able to appreciate the value of having full control over your code. I've built a career using game engines other people have made. Sometimes it bothers me that I do not know what's going on behind the hood because of all the layers of abstraction. It's nice to be able to make somethi…

I see that you have already gone through 3 weeks of his episodes. I walked through the page provided, I can not see in what language is he writing ?

C++

Re: Handmade Hero – A complete game live-coded from scratch

#78
post #67

I watched the first four or five weeks of episodes, but I'm still a bit puzzled by who Casey assumes to be the target audience. Granted, this is a really difficult endeavor, but I often find that he spends endless amounts of time explaining trivial things which, if you don't know them already, you'd have no chance of following along anyway. By that I mean, if you don't already know some algebra, you might "get" every…

I failed high-school math, and couldn't even spell linear algebra two years ago. I'd never done any game programming to speak of, and had never written any C code before starting Handmade Hero.

After watching through most of the series, and writing a 3d engine (HH style, no libraries), I have internalized an amazing amount; the vast majority of what Casey's gone over. I agree that often times he goes into more detail than necessary - even for me, who started knowing literally nothing about what he was talking about, but I would attribute the amount of learning I've gotten out of the series to exactly that. For someone that doesn't understand the difference between an Object Transform and a Camera Transform, the only way for them to actually learn what they are is to hammer it home again and again - through examples and practice. I think I am exactly his target audience - young programmers who want to learn how to make video games.

Just my 2c

Re: Handmade Hero – A complete game live-coded from scratch

#79
If you like HMH, I encourage you to also check out Ferris Makes Demos and Ferris Makes Emulators

https://www.twitch.tv/ferrisstreamsstuff https://www.youtube.com/channel/UC4mpLlHn0FOekNg05yCnkzQ

It's a mix of livestream development and democoding (mostly Rust and C++) and super-detailed breakdowns of demos and tools he's built. He does a super good job of taking effects and tools that seem very intimidating and breaking them down into understandable parts.

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