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For those unaware, Casey Muratori started a project called Handmade Hero in 2014 to build a complete game from scratch while livestreaming the entire process, with the goal of showing people not just how, but why, rolling your own engine (hence the "handmade" part) is better than relying on Unity, Unreal, or some other leaky abstraction. He even solicited pre-orders for the finished product, IIRC. Ten years later, he has no game, only a rudimentary, tile-based dungeon-crawler engine, and reams of code he's written and re-written (as API sands shifted beneath his feet), and the project seems to be permanently on hiatus now. Thus, Casey inadvertently proved himself wrong, and the conventional wisdom (use an existing engine) correct. As far as OOP goes, 45 years has shown that it makes developers highly productive, and ultimately, as the saying goes, "real heroes (handmade or otherwise) ship." Casey's company was founded 20 years ago, and he's never shipped a software product. He complains often about software getting slower, which I agree with. Yet how many mainstays of Windows 95/98 desktop software were written in a significantly OO style using C++ with MFC? |
First, Casey offers refunds on the handmade website for anyone who purchased the pre-order. Second, the pre-orders were primarily purchased by people who wanted to get the in-progress source code of the project, not people who just wanted to get the finished game. I'm not aware of anyone who purchased the pre-order solely to get the finished game itself. (Though it's certainly possible that there were some people.) Whether that makes a difference is up to the reader I suppose, since the original versions of the site didn't say anything about how likely the project was to finish and did state that the pre-order was for both the source-code and the finished game.
Second, the ten-year timeline (I believe the live streams only spanned 8 years) should be taken with the the note that this is live streaming for just one hour per day on weekdays, or for two hours two or three times a week later in the project. There's roughly 1000 hours of video content not including the Q&As at the end of every video. The 1000 hours includes instructional content and white board explanations in addition to the actual coding which was done while explaining the code itself as it was written. (Also, he wrote literally everything from scratch, something which he stated multiple times probably doesn't make sense in a real project.)
Taking into account the non-coding content, and the slower rate of coding while explaining what is being written, I'd estimate somewhere between 2-4 months of actual (40hr/week) work was completed, which includes both a software and a hardware renderer. No idea how accurate that estimate is, but it's definitely far less than 10 years and doesn't seem very indicative that the coding style he was trying to teach is untenable for game projects. (To be clear, it might be untenable. I don't know. I just don't see how the results of the Handmade Hero project specifically are indicative either way.)