I really like Cherno, he reignited my love for c++.
I was literally there when we pushed the first code to Hazel game engine, it didn’t even have a name. 😢😢 I am so overjoyed. What a journey.
I can honestly say one of he best people on youtube! So happy to see you do a conference.
It's kinda ironic that many tools were originally made to just solve some specific problem, but then its scope over time grew to be able to solve a lot of adjacent issues. And today we are making new tools that just are a simpler version of the previous one, so that we can solve the original problem, without having to worry about all the other stuff it solved.
TheCherno maaan ! So many c++ exams i passed thanks to you. Congrats to you ❤
... I clicked on this without realizing it was Cherno who was doing the talk. Now I am even more exited to see what it's about :D
Awesome talk!
Very inspiring talk. It's really important to build MVP rather than overengineering everything.
2:41 "...I don't really like complicated things." --an expert C++ programmer
The idea of VSDD was really helpful. I often get too focused on one aspect of a project, so I like the idea of creating a minimum viable product (MVP) and then building it out.
Thank you
Great 👍
I used to hate cpp then came cherno ❤
"the technology was part of that art" is such a great idea that is getting obsolete in the industry. short-term profit is what the investors want so they just dump their entire engine teams and switch to UE
If it's core to your business, build it yourself. If it's not, don't.
Cherno:hand-pink-waving:
my cpp tutor is getting old😭😭 im not ready for this
I don't fully understand why one would use the Unity approach for a custom engine like this. You write the logic in C#, compile it, and then restart the scene in the editor. Additionally, you need to create and maintain bindings for the C# script, debug it separately, and guess whether the error is on the engine or script side when issues arise. It's double the work instead of simply using a C++ plugin, which also supports hot reloading, eliminates the need to work in and maintain two separate environments, and avoids programming back-and-forth in two different languages.
9:45 It would have been more fair to disable the scene and domain reload when entering play mode in Unity (option in the Project Settings > Editor). Something that you should definitely disable, but is still enabled by default probably for backward compatibility. I guess Hazel would probably still be faster, but in a much less significant way. As for the recompilation within Unity it's definitely more annoying... We have to wait for Unity to migrate to .NET Core (let's say in a few years...) or, in the meantime, be dependant on external plugins... Good talk anyway!
@GOTO-