I have always been a low-level kind of programmer. I have a good intuitive sense of How Things Work, but I tend to build my own mental abstractions on top of these and I often have trouble learning other peoples' abstractions.
For instance, one of my unfinished projects is making math explainer videos. I knew about Manim from 3blue1brown, but he uses a completely different mental model of how animations work. It's tough to argue with success -- he has hundreds of videos and millions of subscribers, while I have zero and zero. Plus, I could never get the dancing equations to work as well in PictureBox as he does with TransformMatchingTex().
Similarly, I have always wanted to get into 3D simulator development -- not necessarily a game, more like a virtual environment where I can program virtual robots. One of my other long-term unfinished goals is to animate the launch of various historical spacecraft, much like Jim Blinn animated the flybys of Voyager. I want to be able to write a physically realistic rocket guidance program similar to what a Titan would have actually used, and use that to create a physically accurate, properly scaled animation of the launch. The legend goes that the second Voyager launch (Voyager 1, don't ask) only had about two seconds of fuel left in the upper stage when it finished the boost. How much did the first launch (Voyager 2) have? Is two seconds a lot? This can't really be answered without proper scale.
Anyway, one of the things I have been avoiding as someone else's abstraction, is game engine design and usage. I always thought myself capable of writing my own, even though I kept bouncing off of OpenGL and *its* abstractions. I have written simulator engines any number of times, basically just fancy numerical integrators. I have never learned anyone's game engine -- I have never explored anyone else's abstractions.
In the last couple of weeks, the Unity game engine has claimed authority to alter its relation with its developers.
Lets just say that the development community hasn't taken it well.
One aspect of the fallout of this announcement is a mad scramble to other engines. It might be too late for programs which are years along and too intertwined with Unity, but many many people are looking at alternatives, and one of the ones that came up is Godot (https://godotengine.org/). This one is free and open source, so it can't help but stay free.
Even though it is free, I did spend about $26 on an online course for it (https://www.humblebundle.com/software/everything-you-need-to-know-about-godot-4-encore-software). The biggest thing I am looking for is how well their abstractions match up with my own. This will be interesting, as I'm not even sure what I expect a game engine to do for me. How does the physics part work? Can I write my own physics? Is there a numerical integrator underlying things? Are translational and rotational kinematics already implemented, and I just have to write my own dynamics? The engine might do too little, and require me to implement my own numerical integrator, or it might do to much, and implement things in such a way that I can't do a rocket.
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