First and foremost.
Thank you Casey, I am not crazy!
_ In easy verse, that’s good and terse_
About my background.
My education was completely oriented to hardware, in a country with no video game development background.
I am graduated in Electronic Engineering and by the time I started leaning to the computer graphics & video games, there were ZERO decent books, no colleagues or professors to ask, limited internet and very few web sites dedicated to the topic. A myriad of misinformation.
While I was still in the bachelor, the whole thing about programming was getting the code to execute as fast as possible, fitting in some Kb of RAM and specifically written to run in this and that hardware; no sweet syntax sugar, no overloaded operators, no design patters, or GC, let alone OOD.
When I first started working for the industry, I had the chance to join a AAA team with very experienced programmers. The one thing I had to struggle the most, was the working method, the strict scrum methods. Later I realize it became standard in my career, project after project the amount of programming bureaucracy kept growing.
This is partially it
* C++ extensive usage of stl, templates, and obscure techniques none understood but the 1 genius person who use to work some time there
* Use GC, scripted language to protect yourself
* Become a master in OOP, scrum, Visual Studio, XCode and you choose
* Strict code rules, style
* Spend more time planning and meetings that solving a problem
Each one of the above are crucial to some extent, but I think a lot of the most experienced programmers I worked with, didn't really know where to draw the line.
Right here, right now.
* Casey have thought me there is viable way of producing high quality games, to make out of a living from it and without all the bureaucracy. It is possible and it is also needed
* There is a community that's aware of the mess we are in (i.e. Windows OS policies, C/C++ limitations, optimization, 3rd party dependencies, and so on), it has the curiosity to explore further
* Programming should start from a natural and intuitive way of solving a problem (what I define as organic), but the programmer in turn has to have real world experience. Do not over engineer. This is probably the most difficult part of all
* Compression Oriented Programming was the method I first learned during my career, and none really teach you that. Is the way one naturally solve a problem, do not kill it
* I don't think this community or the programming method used in the HH series belongs to a niche AT ALL, is just that a great majority of game developers have been dragged by misinformed professionals, a greedy industry and a bunch of unnecessary bureaucracy
Looking forward playing your games and tools made with the power of your hands.