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If you actually want to finish a game on your own, writing it in C or C++ is terrible advice imho. Just pick a friendly game engine and stand on their shoulders. Oh and for the love of God don’t write your own physics engine. Also why are you even mentioning machine learning?

Anyways for a healthy dose of gamedev wisdom from a grey beard at the trenches, Jeff Vogel’s blog is nice.

The Bottom Feeder | Substackbottomfeeder.substack.com

@luciole @modev I think that's terrible advice. A lot of games are written in C/C++ and building something yourself is a good way to learn. Game Engines don't always help in fact I would say a framework + a couple helpful libraries is going to make you much faster at programming a game than a game engine ever will.

Programming is just part of making a game, but can easily take all your capacity to learn it. You need to learn planning, estimation, graphics, music, either creating them yourself or working with artists, marketing, writing, dealing with distribution, community management, the list goes on.

You could say “making your own music is a good way to learn” and you’d be right, but if your goal is shipping a game, and learning game development, making your own music and building your own engine is not the way to do it. Unless your goal is learning these disciplines, not making a game.

msa

@dev_null I make games for fun so every project is mainly meant to teach me something but yeah I understand the need for game engines when you are pressed for time and are working for a big company. As for solo game dev, it really depends on what you care about most.