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Regarding the OPs comments on the non-transferability of learning Godot and Unity to marketable jobs skills as compared to learning about AWS, GCP etc. in your
by somethoughts 5y ago
Regarding the OPs comments on the non-transferability of learning Godot and Unity to marketable jobs skills as compared to learning about AWS, GCP etc. in your spare time - I somewhat agree with this. A potential way to make learning game programming potentially more useful on the job/marketable is when you get into the multiplayer gaming aspects of game development.
There's a ton of realtime networking concepts (web sockets for realtime chat, etc.) as well as potential investigations into cloud management and realtime databases for multiplayer game state/sync etc. that could be useful during a technical interview.
It might even be that multiplayer games are probably on the leading edge of the application of some of this technology and would give you a leg up compared to other candidates.
There's also the potential you could end up with a more social game that broadens the potential audience for the game in terms of players and code contributors.
Specifically with godot:
Godot Multiplayer Docs
https://docs.godotengine.org/en/stable/tutorials/networking/index.html https://docs.godotengine.org/en/stable/tutorials/networking/...
Godot with Firebase
https://www.youtube.com/watch?v=-vDNk7BzOGc https://www.youtube.com/watch?v=-vDNk7BzOGc
- avereveard 5y agoBah. A scene tree is a scene tree. A collision callback is a collision callback. My knowledge of ogre 3d transferred almost directly to other more modern engines, minus the API. If you think of the game world as a representation of its internal state, all games are similar. Editor's are only easier way to build the initial scene tree. Shaders are just a coat of paint on top, etc. There's nothing fundamentally different between the unity editor, the Eden editor and the build editor.