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It would be nice, but the fundamentals for every game engine I've seen have changed far more quickly than Rust fundamentals. Keep in mind... game engines aren't
by chefandy 4y ago
It would be nice, but the fundamentals for every game engine I've seen have changed far more quickly than Rust fundamentals. Keep in mind... game engines aren't just programming language frameworks-- they're often inextricably tied to incredibly complex GUI applications and dozens of underlying systems that deal with things like lighting, animation, rendering efficiency, etc. etc. etc. Projects generally are assumed to remain in whatever engine version they're started in so version compatibility isn't a huge concern. The tutorial layer one half step above "Hello World" is generally unusable after whole number updates, and point releases bring changes that are fundamental enough to break "my first game" type projects. As someone who happily learned to code from paper books, I assure you that game engines bring different usage requirements.
You could probably learn GDScript from a book (or really, just learn Python and read up on the differences,) but with engines these days, you're going to be going along for quite some time before coding becomes the primary barrier to achieving your goals.