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>if students stop learning about how video games work at any lower level than "just use an off-the-shelf general-purpose game engine", then who's going to make game engines going forward? could this be a specialization or "minor", perhaps? IDK, it's tough. I want more students to be learning this stuff while in a proper environment, but the reality is that so much of the real tricks and sauce are either a) buried deep, deep inside some "public" repos, or more likely b) tribal knowledge at a AAA studio. Maybe Digipen is different as a gaming focused school, but I never learned about ECS or object pooling or profiler usage or especially cache coherency in college. And I'd struggle grouping all these important engine concepts into a course since the knowledge is simultaneously disparate but related. each topic could be its own thesis if you wanted them to be. >what happens to their former students now that Unity's in the situation it's in? do they feel cheated, like the only way that they know how to make games, the way they were taught, has now been somewhat invalidated? custom engine or not, I do adamantly feel like a proper game dev program should teach enough CS chops for this to not be a problem. using a high level engine is useful, but the rest falls on fundamentals. Data structures and algotithms to know what to use to group data together and the tradeoffs, systems level programming to understand memory management (yes, even in Unity. Intuiting the cost of allocating and deleting game objects only helps. Any one of mulitple of various domains (network, graphics, databases, UI) to get different perspectives on how data can be structured and processed, etc. |
I could write maybe a short pamphlet's worth of information that I wish I was taught by professors while I was at DigiPen that would've made all the difference in the world to me at least. the existence of cache coherency is definitely one of these topics, but ECS definitely is not. it would just be a few other general ideas, like:
“hey, y'know how you just learned about malloc() and free() in CS 120 when you learned C? well, it's not a good idea to be calling those all the time in your game. instead, have something like this:
check it out: now instead of malloc() and free()ing everything everywhere all the time and worrying about memory leaks, we have "lifetimes" now, one that's per-frame, and one that's per-level (if your game needs levels). you just use alloc_for_game() to allocate stuff that your whole game needs at the start of the program's execution, and then you reset_level() and alloc_for_level() when you change levels, and reset_frame() at the end of your frame and alloc_for_frame() during it, and bam, now you don't need to worry about memory leaks, you don't need garbage collection, and your temporary bump allocator is reset and ready for the next frame—and the only cost was resetting a single variable to zero in a couple key places. neat, huh?”stuff like that—stuff that's super basic and easy to understand once it's explained to you, but that most people wouldn't intuitively conclude on their own, especially when you're new to game programming and just chasing cargo cults like ECS without sufficiently understanding how stuff really works. for example, the ECS I wrote in C was terrible in part because I only understood the high-level ideas at the time—the whole thing was (hysterically, when looking back now) implemented with linked lists, as I was approaching systems design in terms of API, instead of actual functionality.
once you've taken a CS course to learn the basics of C, and a math course to learn the basics of matrix math and how it pertains to game programming (both of which were excellent at DigiPen, by the way!), you're just a few pointers like these away from being able to completely—and relatively competently—implement your own 2D "game engine", given that you're using external libraries for e.g. rendering, input, and sound playback.
but then, of course, the resulting student games whose screenshots and video clips you gather to use for promotional material for your school wouldn't be as flashy, compared to contemporaries who only teach e.g. Unity...