Okay everyone scroll down to see the correct answers for the problem! . . . . . . 1. Polygon! All meshes are made from polygons. Within games polygons must be 3 sided/triangles, though typically in animation and 3D design polygons are 4 sided. 2. Code! All it needs is code so we can start giving the ball commands on what to do and when. 3. 3D in almost all scenarios will run slower in comparison. Almost anything can slow down a game though, an 8k 2D image with an intense shader/material will put a lot more stress on the game than a normal 3D model.
@@Vindicator971 The hardest part for me is Texturing and Modelling, coding is an easy and fun part for me, but I use blueprints which is simplified C++... I'm trying to learn C++ too though
I feel more confident that i can actually learn gamedev knowing yanderedev made something that a lot of people enjoyed and he didn't even know most of the info in this video.
Yeah anybody can call themselves a dev when your only work is using assets from the unity asset store and stealing garbage code from the internet just the way yanderedev does
Yeah his game was liked for I dunno, four years or so. Then people forgot the game and came back to check it just to see it was not even properly being updated. After checking the code and some stuff that yanderedev did people just really don't like him now
been a game developer for 5 years and you opened my eyes to the fact that all of this info isn't common knowledge and there's people who live without it. and i was once one of them. thanks for giving me a system error, you earned a sub
his boots are made from goomba skin, harvested from the flattened corpses of his foes. the elasticity let's him absorb impact when he lands because they squash, allowing him to jump higher because the shoes stretch out after being squashed previously. this squash and stretch jump cycle allows mario to reach greater heights, though it seems to be limited at mario's incredible jump yes, this is truly, certainly the science behind Mario's jump
That is not only magical from the point of view of logic, but also how it have been done. Like, consoles back then were running low on computing power and memory, and they implemented physics. That is real magic and skill
If Mario is touching the ground he may begin to jump For as long as Mario is jumping and does not collide with any objects which would otherwise impede his vertical ascent he will rise an average of 5 blocks or 6 if jump was initiated whilst running. After the peak of his jump is reached, Mario shall descend back down at a constant rate until colliding with an object which prevents a further vertical decrease in position. If the object that ends Mario's jump is a basic floor tile he may initiate another jump sequence. If this jump is done less than 1 second after contact with the floor, he received a small boost (this may be repeated an additional time).
This is such a well-put-together video. Game design has been a bit on my mind recently and I feel as if this explained some nice basics very well! Please don't stop doing what you're doing, this is such great work!
Thank you man I'm not a professional about game development but I knew these basics but your breakdown of every component really impressed me I hope you will do more of these I would learn a lot since I decided to be a game developer uwu
This video is really helpful. I'm about 2/3 done with movement mechanics and controls, just need to figure out how to make enemies and we're done! The rest is the fun part. Art.
1. These shapes are called polygons. 2. We need to add code to move the ball. 3. 3D loads slower compared to 2D. This is the start of my journey in learning to create video games. I subscribed and am hoping to learn from your videos. Wish me luck!
1: Polygons 2: Code 3: The 3D Ball Great video btw! I really enjoyed watching it. Even though I already knew a lot of this stuff, it was still very interesting and I learned a couple of new things too.
Amazing video. I'm not a beginner anymore but this video was entertaining to go through and refresh my knowledge and I sent it to so many friends of mine. The end questions really would help a newbie solidify some of the core basics knowledge. I'm loving this
1. Polygon 2. Movement script like (C#:if(Input.getkeydown(keycode.d)){transform.translate(-1, 0, 0)} and so on 3. The 3d will load longer because the object isn't just one shape it has lots of polygons which have to be loaded and then rendered with lighting, shadows and maybe raytracing depending on if you playing on Mobile, Console, Laptop, Desktop PC or an Airplane
Man I wish you had said platform instead of system, because the big missing piece of this video is the game design, which I would call the system. I. E. The abstract rules of the game that cause it to be an engaging interaction. That said, this video lays out the technical landscape very well. It's going to help me to mentally structure what I'm learning from the many tutorials I'm expecting to watch over the next years
1. Polegons 2. You'll need a rigidbody or some physics component & some code depending on what its effected by. 3. Generally 3D, but that could change depending on your examples.
1. Polygons, which are tiny little triangles that make up the shape. 2. You can add a script that has code for a player controller. 3. The 3d ball makes the game run slower because there is more to render.
Not really, but math and computer science really open up a wide range of opportunities to implement your ideas and you also can optimise your game to make low-end PC users happy
This is a *fantastic* video. I do have a little experience in game development so none of these were new per se, but the way you presented and explained everything, _especially_ the cameras, was so ingenious and so lovely that I'm in awe
1. polygons 2. Code I think 3. the 3D ball is slower to load (I used Maya, believe me, I know) PS. I know the answers are kind of easy but at this point I'm doing it for the algorithm bc this was a really good explanation for noobs such as I
1) polygons! 2) coding! 3) 3d ball will load slower! awesome video! im so excited about the concept of ME making a game, but i have no idea how to start haha. im gonna try to learn unity and start with a very simple 2d game, but i really do wanna learn code and 3d modeling and make one of the ideas i have for a 3d platformer! and i DO have a LOT of game ideas!! i also really wanna go to college for coding and character design, im already an artist so art / characters isn't a problem, though i know i have a lot to learn, but i know 0 about coding languages right now! im still excited to learn tho :3 edit: i don't think i mentioned it above, but im all about that low-poly 3d ps2 looking game aesthetic!! if i get to making a 3d game, im totally gonna make it look like that! my favorite game ever is neopets the darkest fearie for ps2, i want my games to have that kind've feel! :0
1. Polygons 2. Code 3 The 3D Sphere, because compared to the 2D sphere or shape, the 3D sphere has more assets and data, therefore it will take longer because it needs to load in more information and it's more taxing on the system.
My answers to the three questions. 1. Triangle. I've watched too many Mario64 videos to not know this. 2. Code/Script(or simply "controls"). A Script that gets button input, and turns that into an event(or action). 3. It depends. The size of the 2d sprite could be so large, that it takes longer to load than the 3d ball. However! In general, it's typically the 3d ball that loads slower.
Checking the answers, it appears I didn't understand question 1. "What the name of the shapes..." Again, I've watched too many SM64 videos to know it's a Polygon. ... and Pokemon, "Porygon" ... and Smash 64, "Fighting Polygon Team" Well. I'm glad I didn't completely fail the little test. +1
This is a great video, but I think there should have been a piece of information that I think would go in assets. The assets section lists stuff like barrels, characters, trees, etc., and this I think gives the impression that all assets are physical stuff that appears within the game world that the player sees and can potentially interact with. However, I think music is something important enough for video games that I think it should have at least had a passing mention in this section.
It was an okay guide, although a small error came up almost at the end. A censor is usually a man who takes out unwanted content from a product that gets published, while a sensor used to be a contraption that senses and translates physical signals into inputs that can be used by the machine.
I know that it's been 4 years since this video came out, but I will still try to answer the questions. 1. Triangles/polygon. 2. We add codes/scripts. 3. 3d mesh will slower than 2d sprite because 3d meshes will render more polygons while 2d sprite is basically and image and much more lighter than the other.
I’d you were to make a course, teaching people how to go from Noob, to developing a game (and teaching them c#) like Len’s Island..... you would make an absolute FORTUNE. I know building a course teaching people from noob to pro would be quite an undertaking, but if you did I guarantee you’d make a killing over a few years. Just look at Thomas Brush with his course, and his type of game dev is mega simplistic compared to something the quality of Lens Island, yet people are lapping it up paying him 400 bucks for his course. Something to think about maybe once lens island releases? It would be awesome to see and you have a great voice / style for teaching.
I recomend this video for beginners it is really good Answers: 1. the shapes are called polygon and a mesh can be made with a single polygon but the polygon will have atleast a million points 2. First we attach some physics component like rigidbody and make a script that will check for user input every frame and add force or set the velocity to like 10 when the user presses the move key or button 3. the 3D ball will be slower since it is built with with thousands of 2D polygon and for each frame all of the polygons points need to be calculated properly and the 2D only just renders a image without having to calculate thousands of stuff my answers might be hard to understand but it is a detailed answer and this answer is not copied
These videos are really helpful, I watch them with my friends on Voicely whenever we practice coding. We all agree that we learned more from UA-cam videos than from school lol
In your video you confounded the concepts of Object Oriented Programming(OOP) and Entity Component Systems(ECS). Although you may have done this for simplification reasons I believe this is a very bad mistake and could confuse people if this is their first introduction to game development or programming. To explain what I mean, OOP is a programming methodology where as ECS is a design pattern. Programming methodologies are the overarching way of designing software and generally changes the over all style of the software being written. Design patterns are more focused and are generally applied to a single problem within a specific context. Design patterns generally do not rely on a specific programming methodology although this is not always the case. For instance an ECS can be written using OOP practices or not it completely depends on who is writing the system and what they are trying to achieve. The distinction between programming methodologies and design patterns is not the only issue with confounding OOP and ECS. The bigger issue, I think, is that ECS is used to prioritize composition over inheritance which is exactly the opposite of object oriented design. In an ECS your entity is a container that holds many components all of which are mostly unrelated to one another. This provides the benefit of having extremely reusable blocks. In an object oriented design however, your entity would be have very little but could have functionality added to it through inheritance(I am not going to explain inheritance here). Hopefully it is clear how comparing OOP and ECS can be problematic. My apologies for the wall of text. Otherwise this was a very solid video if a little simplistic. Keep up the good work and I look forward to seeing more tutorials as well as progress on Len's Island.
I have recently gotten and I dea for a 2d poetry/story like game and this helped a lot :D I am going to use Unity to develope my game thank you so much this all helped me understand everything I needed to know well! 😊
Imagine building up a 3D battle royal game but you can fly to different planets with rockets like something futuristic, It'd be like an open world battle royal game, dude that's insane
Well, I'll never know until I actually try and do it. Trial and error and all, it will be an experience. I'll probably start by planning and doing a lot of brainstorming. As if I dont already have another daunting project
Okay everyone scroll down to see the correct answers for the problem!
.
.
.
.
.
.
1. Polygon! All meshes are made from polygons. Within games polygons must be 3 sided/triangles, though typically in animation and 3D design polygons are 4 sided.
2. Code! All it needs is code so we can start giving the ball commands on what to do and when.
3. 3D in almost all scenarios will run slower in comparison. Almost anything can slow down a game though, an 8k 2D image with an intense shader/material will put a lot more stress on the game than a normal 3D model.
what software did you use to create this video?
@@kunalgahlot5211 unity duh?
@@kunalgahlot5211
i want to know too
haha i got them all right :) you are a really good teacher btw
I would put emphasis on number 3
I've been a Dev for 3 years and have never had development explained in this way. I think this is one of the best development videos for beginners.
@The Lonely Proto mostly unity but I have dipped into unreal a litte.
Wish i had this as an overview when I started out. Would have been alot faster
@@seandobson2682 Honestly, code is worse than a foreign language to me.
@@Vindicator971 The hardest part for me is Texturing and Modelling, coding is an easy and fun part for me, but I use blueprints which is simplified C++... I'm trying to learn C++ too though
@@Mafla-pk8do could you teach me to code?
Just what I needed to know to start making my first game, Call of Mario.
🤣😂😂😂
XD
Lol
Bruh
Nvm this was dumb( the original comment)
I feel more confident that i can actually learn gamedev knowing yanderedev made something that a lot of people enjoyed and he didn't even know most of the info in this video.
literally anybody can be better than him.
Yeah anybody can call themselves a dev when your only work is using assets from the unity asset store and stealing garbage code from the internet just the way yanderedev does
A weeb dev who made a weeb game for a weeb community. Make any Anime game with some big tiddy waifus and you got yourself a hit.
Yeah his game was liked for I dunno, four years or so. Then people forgot the game and came back to check it just to see it was not even properly being updated. After checking the code and some stuff that yanderedev did people just really don't like him now
@@tunod- hey bro wanna get rich xD?
1. Polygons, or tris more specifically.
2. You would add code, preferably a character controller.
3. The sphere would make the game run slowest.
you just copied his his answer and wrote it in yoyr own short ways lol
:)
@@theson1c777 everybody does that
@@theson1c777 i dont know man it's pretty straight forward
3D makes the game run slower
Can’t wait to make my first game for the airplane 😊
Ah, yes. My favorite console
Wow
Good luck Man 👍
I really wished there were better games for airplanes...
Is it compatible for Boeing?
been a game developer for 5 years and you opened my eyes to the fact that all of this info isn't common knowledge and there's people who live without it. and i was once one of them. thanks for giving me a system error, you earned a sub
I feel like he is that one computer coding teacher that actually put it in a way that we understand. Thanks for the basics ☺️
Timestamps
1:09 Main Pic
1:30 Scenes
2:50 Effects
3:54 Assets
7:00 Code
8:42 Systems
10:26 Problem
Thxs
1. Polygons
2. It is missing code
3. The 3D is going to take longer to load due to it requiring more information
Well that was obvious
@@Bonniebelle_00__ the question was asked I answered, so shut up
Good😂😂
Lmfaooo he doesn’t make the rules, he plays by them 👌🏻
Well that was obvious
Such a great simplified yet essential breakdown!
We all need one!
Exactly!
This did not teach me the secret of Mario's jump. My quest continues ever forward.
his boots are made from goomba skin, harvested from the flattened corpses of his foes.
the elasticity let's him absorb impact when he lands because they squash, allowing him to jump higher because the shoes stretch out after being squashed previously.
this squash and stretch jump cycle allows mario to reach greater heights, though it seems to be limited at mario's incredible jump
yes, this is truly, certainly the science behind Mario's jump
@@inazumarai7690 it's so obvious how couldn't I have seen it before?
@@inazumarai7690 A piece! Thank you kind stranger! Now, how do we decipher the verb x 2 double verb...
That is not only magical from the point of view of logic, but also how it have been done. Like, consoles back then were running low on computing power and memory, and they implemented physics. That is real magic and skill
If Mario is touching the ground he may begin to jump
For as long as Mario is jumping and does not collide with any objects which would otherwise impede his vertical ascent he will rise an average of 5 blocks or 6 if jump was initiated whilst running.
After the peak of his jump is reached, Mario shall descend back down at a constant rate until colliding with an object which prevents a further vertical decrease in position.
If the object that ends Mario's jump is a basic floor tile he may initiate another jump sequence. If this jump is done less than 1 second after contact with the floor, he received a small boost (this may be repeated an additional time).
This is such a well-put-together video. Game design has been a bit on my mind recently and I feel as if this explained some nice basics very well! Please don't stop doing what you're doing, this is such great work!
Thanks!
Thank you man I'm not a professional about game development but I knew these basics but your breakdown of every component really impressed me I hope you will do more of these I would learn a lot since I decided to be a game developer uwu
Yeah essential
owo
cringy kid
OwO
This video is really helpful. I'm about 2/3 done with movement mechanics and controls, just need to figure out how to make enemies and we're done! The rest is the fun part. Art.
1- Polygons
2- Level manager
3- The 3D object will load slower
correction 2. needs game logic or code perfect general purpose answer
@@HorsyPotter thanks for the correction
1) polygons
2) code
3) 3D mesh ball would load slower, typically
Fingers crossed I got these right! Thanks for the vid ^^
Thanks alot much simpler now. I'm still a little lost, but im thankful I found you video its going to help me remember the basics.
Always good to go back
1. These shapes are called polygons.
2. We need to add code to move the ball.
3. 3D loads slower compared to 2D.
This is the start of my journey in learning to create video games. I subscribed and am hoping to learn from your videos. Wish me luck!
I also want to be a video game designer. Wishing you the best of luck!
I accidentally clicked on this, but I Have No regrets lol. Thank you 😃i always wanted to know how to create a game
Lucky spin 🤑
Absolutely excellent video about Game Dev. Great work Julian, I'd love to see more stuff like this!
1: Polygons
2: Code
3: The 3D Ball
Great video btw! I really enjoyed watching it. Even though I already knew a lot of this stuff, it was still very interesting and I learned a couple of new things too.
That's a really good old school Mario dude
Amazing video. I'm not a beginner anymore but this video was entertaining to go through and refresh my knowledge and I sent it to so many friends of mine. The end questions really would help a newbie solidify some of the core basics knowledge. I'm loving this
So glad you liked it! I love making these types of videos and I'll definitely be making more 😁
1 - polygon
2- code
3 - 3d ball
+thnks for the amazing video i took my note and its helpful
1. Polygon
2. Movement script like (C#:if(Input.getkeydown(keycode.d)){transform.translate(-1, 0, 0)} and so on
3. The 3d will load longer because the object isn't just one shape it has lots of polygons which have to be loaded and then rendered with lighting, shadows and maybe raytracing depending on if you playing on Mobile, Console, Laptop, Desktop PC or an Airplane
ok now im excited to learn this in school, currently studying first yr game development, wish me luck
Imagine mario with an AK running around shooting 3d barrels in 2d.
you should be a teacher
He is
@@Hemecan. you just ruined it
ay atleast we know he is
Man I wish you had said platform instead of system, because the big missing piece of this video is the game design, which I would call the system. I. E. The abstract rules of the game that cause it to be an engaging interaction. That said, this video lays out the technical landscape very well. It's going to help me to mentally structure what I'm learning from the many tutorials I'm expecting to watch over the next years
Object-oriented programming and using components are two independent concepts. (4:35)
Make a playlist of all these videos on your channel!!
This video is so fun! You sound like such a fun person! I really liked the question part at the end!
Well... Thanks to youtube recommandations, this is totally what I was looking for ! Really cool video by the way !
It's really hard to navigate UA-cam's algorithm nowadays
These videos are literally perfect. Please keep making content thanks In advance
This is a really smart way to explain video game design
1. Polygon 2. Code 3. Mesh 3d
Good video mate, i enjoyed!
Why is this guy not getting views
1. Polegons
2. You'll need a rigidbody or some physics component & some code depending on what its effected by.
3. Generally 3D, but that could change depending on your examples.
1. Squares to design every aspect of the image
2: Functions and animation
3: Automatically 3D is slower because the functionality is more complex
1. Polygons, which are tiny little triangles that make up the shape.
2. You can add a script that has code for a player controller.
3. The 3d ball makes the game run slower because there is more to render.
Your Cs (often) look like Ls.
Your Ds (often) look like Ps.
But all in all a really good video, which explains the context very well. Nicely done. 👍
I'm actually a beginner in this type of industry and I'm about to shift careers so this is a big help
I want to be a game designer as well but I am not very good at drawing so I want to get everything I can down!
what kind of degree do i need to be game developer ? Do i even need one ? or rather which is the most efficient way to become a game developer
Skills matter more than degree. However,You can have a computer science or relative degree for being a game developer.
do some indie dev without the intent of these projects making money
Not really, but math and computer science really open up a wide range of opportunities to implement your ideas and you also can optimise your game to make low-end PC users happy
Excellent illustration man!!
High-Quality content. I love it!
Your content is elite. Really fantastic
I loved it, it's a great explanation about video game creation process
The art in this is actually great
I made it 2 minutes in and was laughing and learning !! Love this ! (He said "I can spin and do flips " ) lmao
I loved it, it's a great explanation about video game creation process
This is a *fantastic* video. I do have a little experience in game development so none of these were new per se, but the way you presented and explained everything, _especially_ the cameras, was so ingenious and so lovely that I'm in awe
In love with your voice plus wonderful video
This is fantastic. Straight to the point but hella informative! Thnak you !!
1. Polygons
2. Code that takes keyboard inputs and changes the transform of the ball
3. The 3D mesh
1. polygons
2. Code I think
3. the 3D ball is slower to load (I used Maya, believe me, I know)
PS. I know the answers are kind of easy but at this point I'm doing it for the algorithm bc this was a really good explanation for noobs such as I
Awesome intro for noobs. This is so helpful. thank you.
1_ poligons
2_Code
3_ the 3d
can u tell me which software he use
@@animecollection1514 photoshop
1) polygons!
2) coding!
3) 3d ball will load slower!
awesome video! im so excited about the concept of ME making a game, but i have no idea how to start haha. im gonna try to learn unity and start with a very simple 2d game, but i really do wanna learn code and 3d modeling and make one of the ideas i have for a 3d platformer! and i DO have a LOT of game ideas!! i also really wanna go to college for coding and character design, im already an artist so art / characters isn't a problem, though i know i have a lot to learn, but i know 0 about coding languages right now! im still excited to learn tho :3
edit: i don't think i mentioned it above, but im all about that low-poly 3d ps2 looking game aesthetic!! if i get to making a 3d game, im totally gonna make it look like that! my favorite game ever is neopets the darkest fearie for ps2, i want my games to have that kind've feel! :0
0:30 dude the mario was insane
You have summarised all I know about Game dev 🙈🙈
1. Polygons
2. Code
3 The 3D Sphere, because compared to the 2D sphere or shape, the 3D sphere has more assets and data, therefore it will take longer because it needs to load in more information and it's more taxing on the system.
I Love Your Videos!! Thank You Sooo much for the amazing content you upload
My answers to the three questions.
1. Triangle.
I've watched too many Mario64 videos to not know this.
2. Code/Script(or simply "controls").
A Script that gets button input, and turns that into an event(or action).
3. It depends.
The size of the 2d sprite could be so large, that it takes longer to load than the 3d ball.
However!
In general, it's typically the 3d ball that loads slower.
Checking the answers, it appears I didn't understand question 1.
"What the name of the shapes..."
Again, I've watched too many SM64 videos to know it's a Polygon.
... and Pokemon, "Porygon"
... and Smash 64, "Fighting Polygon Team"
Well. I'm glad I didn't completely fail the little test.
+1
Really cool presentation style!
you explained this better than my professor😭, subbed
1. Polygons - their numbers can decide its size, tessellation
2. Inputs - keyboard/mouse/touch
3. 3D - it has heavier mesh
This is a great video, but I think there should have been a piece of information that I think would go in assets.
The assets section lists stuff like barrels, characters, trees, etc., and this I think gives the impression that all assets are physical stuff that appears within the game world that the player sees and can potentially interact with. However, I think music is something important enough for video games that I think it should have at least had a passing mention in this section.
Got 2 answers right in the problem I’m surprising proud of my self and being a beginner
This was so easy to understand and I’m someone that feels they never understand a lot of things I learn so thanks!
some shaders are performance more expensive than others... I really like going back to the basics and this video was awesome...
It was an okay guide, although a small error came up almost at the end. A censor is usually a man who takes out unwanted content from a product that gets published, while a sensor used to be a contraption that senses and translates physical signals into inputs that can be used by the machine.
Poligons, Code and 3D object loads the slowest depending on device
Yeah
the references to butts in the for and if statements... *chef kiss*
super super helpful. thank you VERY much for sharing your knowledge.
I know that it's been 4 years since this video came out, but I will still try to answer the questions.
1. Triangles/polygon.
2. We add codes/scripts.
3. 3d mesh will slower than 2d sprite because 3d meshes will render more polygons while 2d sprite is basically and image and much more lighter than the other.
Nice Tamagachi name drop. In fact I might try to code one of those.
Awesome video! It has really helped me get into the development process, thanks!
1. Polygons
2. If, then statements for whichever control type.
2. Probably the 3d ball
I know this may be a dumb question but how do you do that screen recording whilst drawing? Do you use a specific program?
Any program works, most likely obs
@@dominicballinger6536 why ask for a reply on UA-cam and wait a day or two when you can just research it yourself?
I’d you were to make a course, teaching people how to go from Noob, to developing a game (and teaching them c#) like Len’s Island..... you would make an absolute FORTUNE.
I know building a course teaching people from noob to pro would be quite an undertaking, but if you did I guarantee you’d make a killing over a few years. Just look at Thomas Brush with his course, and his type of game dev is mega simplistic compared to something the quality of Lens Island, yet people are lapping it up paying him 400 bucks for his course.
Something to think about maybe once lens island releases? It would be awesome to see and you have a great voice / style for teaching.
1. Is triangle or polygon 2. Player controls or code player movements. 3. The 3rd object would load the sloist
Him:2-codes
Me using g develop: AH, YES
Lol there are engines not a not required to learning throughout the project
Shapes in barrel mesh are called polygons.
Code is added to the ball object
3D ball loads slowest
I recomend this video for beginners it is really good
Answers:
1. the shapes are called polygon and a mesh can be made with a single polygon but the polygon will have atleast a million points
2. First we attach some physics component like rigidbody and make a script that will check for user input every frame and add force or set the velocity to like 10 when the user presses the move key or button
3. the 3D ball will be slower since it is built with with thousands of 2D polygon and for each frame all of the polygons points need to be calculated properly and the 2D only just renders a image without having to calculate thousands of stuff
my answers might be hard to understand but it is a detailed answer
and this answer is not copied
1) the shapes are polygons, 2) It needs code to work, 3) the 3d will load slower!
It's a very funny way to explain this topic. I like it
Dani would love this video
This video convinced me to make a text adventure game.
These videos are really helpful, I watch them with my friends on Voicely whenever we practice coding. We all agree that we learned more from UA-cam videos than from school lol
Thank you!
this was an amazing video and explanation. thank you!
In your video you confounded the concepts of Object Oriented Programming(OOP) and Entity Component Systems(ECS). Although you may have done this for simplification reasons I believe this is a very bad mistake and could confuse people if this is their first introduction to game development or programming.
To explain what I mean, OOP is a programming methodology where as ECS is a design pattern. Programming methodologies are the overarching way of designing software and generally changes the over all style of the software being written. Design patterns are more focused and are generally applied to a single problem within a specific context. Design patterns generally do not rely on a specific programming methodology although this is not always the case. For instance an ECS can be written using OOP practices or not it completely depends on who is writing the system and what they are trying to achieve.
The distinction between programming methodologies and design patterns is not the only issue with confounding OOP and ECS. The bigger issue, I think, is that ECS is used to prioritize composition over inheritance which is exactly the opposite of object oriented design. In an ECS your entity is a container that holds many components all of which are mostly unrelated to one another. This provides the benefit of having extremely reusable blocks. In an object oriented design however, your entity would be have very little but could have functionality added to it through inheritance(I am not going to explain inheritance here). Hopefully it is clear how comparing OOP and ECS can be problematic.
My apologies for the wall of text. Otherwise this was a very solid video if a little simplistic. Keep up the good work and I look forward to seeing more tutorials as well as progress on Len's Island.
That's really helpful, thanks man!
I have recently gotten and I dea for a 2d poetry/story like game and this helped a lot :D I am going to use Unity to develope my game thank you so much this all helped me understand everything I needed to know well! 😊
Great video mate!
Very informative! Thank you
Imagine building up a 3D battle royal game but you can fly to different planets with rockets like something futuristic, It'd be like an open world battle royal game, dude that's insane
Well, I'll never know until I actually try and do it. Trial and error and all, it will be an experience. I'll probably start by planning and doing a lot of brainstorming. As if I dont already have another daunting project