It's not hard to make games in C++! Here's how

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A personal journey through C++ game development, arguing that making games from scratch in C++ is both viable and valuable. The author outlines a 3-step learning path: learn basic C++ syntax, build small practice projects, then tackle a large 'skill-scaling' project like a Terraria clone. Key advice includes using Raylib for graphics, avoiding premature abstraction and over-engineering, keeping systems simple and iterative, and using CMake for library management. The author also argues that AI won't replace skilled programmers who understand system design, only mediocre ones.

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