Game developping

Realistically, how long would it take me to become decent at 3D game developping (offline only) if I have an IQ of 108 (online test) and I'm currently a java/typescript webshitter?

Which engine would be best suited and which language?
I know there is usually a game dev general but I couldn't find it

I have no prior experience using 3D engines and once tried using a 2D engine (can't remember which one).

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  1. 5 months ago
    Anonymous

    i recommend you start with the 2d aspect of godot to learn how game engines work in general. it's a much different way of programming, and i am still not 100% confident with it compared to writing standalone programs. once you get the hang of it, i don't really know what to say about 3d stuff, maybe you can use godot for that as well

    • 5 months ago
      Anonymous

      >maybe you can use godot for that as well
      you can. it does an amazing job in current year with 3d.

    • 5 months ago
      Anonymous

      I've looked into it and you can use godot for 3D. Using the same engine while transitionning from 2D to 3D should be easier (hopefully) so I guess I'll start with Godot2D
      As for the language I'll try C++ at first but I'm just too low IQ so I'll probably switch to C# or maybe even python idk all this shit looks really complicated when compared to just using Spring Boot and querying a DB

      Don't even try it. Not because you might have talent or not, but because the market is saturated. You will never get noticed.

      That's true for everything even sex (which I'm not having as you can guess)

      Its quicker to make money and pay someone else to do it

      I have no money and no ideas either I just wanna try

      • 5 months ago
        Anonymous

        >That's true for everything even sex (which I'm not having as you can guess)

        I should have clarified. If you are looking for personal fulfillment, go ahead. But if you are looking to make it your profession, you will not make it.

      • 5 months ago
        Anonymous

        Did you try SFML?

        • 5 months ago
          Anonymous

          Nope never but I know what it is

          Been meaning to ask. Rather than developing a game engine, what would be the best way to structure the non-engine CODE for games anyway? I've been interested in modding and hoping it would lead to a big centralized mod that is able to tap into other smaller modules that is optional for the player to select/load. However, I'm not too sure if there is a good pattern to follow in such a instance.

          >what would be the best way to structure the non-engine CODE for games anyway?

          My plan for this was to look at the source of code older games that became open source. Preferably older games not using custom engines but relying on existing ones

  2. 5 months ago
    Anonymous

    Don't even try it. Not because you might have talent or not, but because the market is saturated. You will never get noticed.

  3. 5 months ago
    Anonymous

    Its quicker to make money and pay someone else to do it

  4. 5 months ago
    Anonymous

    >Realistically, how long would it take me to become decent at 3D game developping (offline only)
    depends how much time you're willing to commit. if you're working by yourself it could take a long time
    > something about iq
    not important. do your hands work and can you understand/learn languages? then anyone can do it.
    >Which engine would be best suited and which language?
    start off with godot and gdscript. gdscript is easy to learn and well documented (in the editor and online).
    >I have no prior experience using 3D engines
    godot will give you all the practice you'll ever need to start to understand how to build games.

    • 5 months ago
      Anonymous

      I'll never get motivated enough to learn GDScript considering it only works for Godot
      I'm going with C++ and Godot 2D first to at least change my way of thinking and programming so I can move on to 3D

      >That's true for everything even sex (which I'm not having as you can guess)

      I should have clarified. If you are looking for personal fulfillment, go ahead. But if you are looking to make it your profession, you will not make it.

      Yeah I just want to try there is no way I'll make it even if I had a revolutionary game idea (which I don't have)

      • 5 months ago
        Anonymous

        >Yeah I just want to try there is no way I'll make it even if I had a revolutionary game idea (which I don't have)
        In that case, just try to make something with Unity

        • 5 months ago
          Anonymous

          Is Unity easier to handle than Godot? I'm doing babysteps but at the same time I also don't want to just half ass a moronic platform game and then move on and find another hobby

          • 5 months ago
            Anonymous

            Im not sure if easier, but Unity uses C#. You will find a lot more resources for that language.

            • 5 months ago
              Anonymous

              Idk I'm more interested in C++ and I've also used it before, I'll start with C++ and if I realize that it's not working out I'll switch

              If you start thinking about >muh engine X vs. >muh engine Y vs. >I'll just fricking do it myself, in C, with a box of scraps, you will wake up three years later having gotten no closer to a working game.
              You should spend no more than one day investigating options. Remember that only real-world results matter, i.e. have people with your level of experience used toolset X to make games like you want to make, and how long did it take them?

              Yeah you're right it's a form of procrastination I guess at this point

              >how long would it take me to become decent at 3D game developping
              This is an extremely generalized question that has no real answer.
              >Which engine would be best suited and which language?
              If you're starting out with Godot, you're starting out with GDScript or C#, preferably the former, if you want to benefit from Godot's benefit of cutting verbosity.

              The best way to learn game engines or programming from scratch is to develop very tiny arcade games (say, Tic-Tac-Toe or Wack-A-Mole), and to slowly increase the scope.
              If you start with your dream game right away, you are going to fail miserably.

              Yeah this is what I was advised. Start simple in 2D and gradually try more complex projects to move on to 3D (which is the goal).

              Thank you all for the help and advice on how to start out and with what

          • 5 months ago
            Anonymous

            If you start thinking about >muh engine X vs. >muh engine Y vs. >I'll just fricking do it myself, in C, with a box of scraps, you will wake up three years later having gotten no closer to a working game.
            You should spend no more than one day investigating options. Remember that only real-world results matter, i.e. have people with your level of experience used toolset X to make games like you want to make, and how long did it take them?

          • 5 months ago
            Anonymous

            >Is Unity easier to handle than Godot?
            no.

            I'll never get motivated enough to learn GDScript considering it only works for Godot
            I'm going with C++ and Godot 2D first to at least change my way of thinking and programming so I can move on to 3D
            [...]
            Yeah I just want to try there is no way I'll make it even if I had a revolutionary game idea (which I don't have)

            >I'll never get motivated enough to learn GDScript considering it only works for Godot
            understandable.

      • 5 months ago
        Anonymous

        GameMaker has a solid free-tier if you're ever interested in mucking with 2D games, but for 3D I'd suggest Godot like most other people might.

        Unity and Unreal are the powerhouses of the industry, but I wouldn't recommend them unless you're trying to get a job in that over-saturated and soul-crushing field.
        If you do want to get a job in that field, my big question is: lol, why?

        >I'll never get motivated enough to learn GDScript considering it only works for Godot
        Then don't play Zachtonics games. Some of my favorite games include fake useless languages that I happily learn.
        I wouldn't discount learning the language before you even start because you think your ability to learn/understand is finite and end up getting yourself stuck in the "everything I learn must have the maximum utilitarian tint to it."

        >If you get really fluent in C++ and Unreal Engine, there are actually entry level jobs out there for you.
        could you elaborate on what "fluent in C++" means. I consider myself a beginner, but as an example, I've been able to do all the current Advent of Code challenges purely in C++. on top of that, I have learned the basics on the Win32 API to generate ~100K cells in real-time.

        >Cybersecurity is 10x harder to get into
        I'm surprised to read this. I have no clue what Cybersecurity even is, but it seems to be a job that alotta people - midwits included - are flocking to right now. what in particular makes it difficult anon, and what is the suggested way to start educating myself on the subject?

        >I have no clue what Cybersecurity even is
        It's another one of the super broad categories. You can do anything from reverse engineering and SOC analyst shit, to network/sys admin with an auditing flavor, to pen tester, to cryptography wizard.
        I work in the field and I can't give you a good "where to start" if you don't know which direction you want to go, at least not without shallow platitudes about the importance of fundamentals.

  5. 5 months ago
    Anonymous

    >how long would it take me to become decent at 3D game developping
    This is an extremely generalized question that has no real answer.
    >Which engine would be best suited and which language?
    If you're starting out with Godot, you're starting out with GDScript or C#, preferably the former, if you want to benefit from Godot's benefit of cutting verbosity.

    The best way to learn game engines or programming from scratch is to develop very tiny arcade games (say, Tic-Tac-Toe or Wack-A-Mole), and to slowly increase the scope.
    If you start with your dream game right away, you are going to fail miserably.

  6. 5 months ago
    Anonymous

    Unreal Engine is the way to go for 3D and it isn't even close. 2D I would use Godot

  7. 5 months ago
    Anonymous

    If you get really fluent in C++ and Unreal Engine, there are actually entry level jobs out there for you.

    You will have to build a github full of completed projects and also be donating your time to helping with open source projects.

    If you can showcase these 2 things you do have a solid shot at becoming a game dev.

    Just so you know, in the IT world game dev is the equivalent of slave labor.

    You are going to be coding non-stop 60 to 80 hours a week until you get to a more senior position.

    If you want the same pay but higher quality of life, look into System Administration or Cloud Architecture, Cybersecurity is 10x harder to get into but it’s also 10x less stressful.

    • 5 months ago
      Anonymous

      >If you get really fluent in C++ and Unreal Engine, there are actually entry level jobs out there for you.
      could you elaborate on what "fluent in C++" means. I consider myself a beginner, but as an example, I've been able to do all the current Advent of Code challenges purely in C++. on top of that, I have learned the basics on the Win32 API to generate ~100K cells in real-time.

      >Cybersecurity is 10x harder to get into
      I'm surprised to read this. I have no clue what Cybersecurity even is, but it seems to be a job that alotta people - midwits included - are flocking to right now. what in particular makes it difficult anon, and what is the suggested way to start educating myself on the subject?

  8. 5 months ago
    Anonymous

    Been meaning to ask. Rather than developing a game engine, what would be the best way to structure the non-engine CODE for games anyway? I've been interested in modding and hoping it would lead to a big centralized mod that is able to tap into other smaller modules that is optional for the player to select/load. However, I'm not too sure if there is a good pattern to follow in such a instance.

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