This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.
Post your project, your progress from last week, and what you hope to accomplish this week.
If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service
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Notes -
How have you been doing @Southkraut?
Lots of time wasted on engine switching and reconsideration. Better focus more on disassociation from engine even at cost to performance. Said this before, but optimization always draws me towards tighter integration - need to not do that. A cleaner separation with minimal engine specificity (is that a word?). Don't let the siren song of premature optimization lure me from the good path.
Is there a way to do C++ without header files? I realize it's incredibly petty, but having two files per class just keeps turning me off of Unreal.
Other than that, I keep comparing engines.
Unity:
Unreal:
Godot:
Redot:
Stride:
No idea where I'm going with this. Right now I'm trying to fiddle some dev time into my new routines. Not yet sure how to. Maybe I'll just get used to the job and end up being less weary by the end of the workday so I can get something done in the evenings, or maybe I'll follow a friend's recommendation and just get up even earlier to do some coding in the mornings. Or maybe I'll find a way to take a few short breaks (legitimate breaks, not slacking off.) during work to...I don't know, dictate code to my phone?
I wouldn't recommend it as a permanent process, but when I'm sketching things out I often define functions within class definitions in headers. You can almost get to a point where you only have header files, but there are a few caveats (circular dependencies, static member initialization, inlined code size) that prevent me from liking it for bigger projects. But it can be helpful if you haven't finalized interfaces since there is only one place they are defined.
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