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real videogame programming (since 0, not using unity) is the

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real videogame programming (since 0, not using unity) is the most challenging CS field.

deal with it.
>>
>>9037024
Hahahahahaha no
>>
>Programming
>CS
k
>>
>>9037024
Only if you knew the stuff that works under the hood on your computer... You would shit logs.
>>
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1493811684453.gif
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>>9037024
That's like saying that Rocky Road is the most challenging ice cream.
>>
Baking an apple pie from scratch is the most difficult STEM field
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>>9037171
Not sure if you're implying that game development isn't computer science or if computer science isn't a science.
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>>9037024
Not the most challenging, certainly one of the fields where you need to know a lot about how everything works from bitlevel up but most challenging? gtfo.

I see video games everywhere since the 1980s but I don't see a program that can interpret my voice without being total and utter garbage. All the programs that program other programs, are also garbage.
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>>9037603
if the videogame includes voice-control, particle simulations, chemical reaction simulations, learning agents, and motion-tracking controls though
checkmate
>>
>>9037606
There is not a single company in the UNIVERSE that doesn't use open-source or proprietary API's for VoIP or camera recognition etc.

Bait. Sage and gtfo
>>
>>9037024
Most challenging? No. Prone to use lots of relatively advanced methods? Sure. What makes game development difficult is really the scale of the software and the range of techniques used.

I could probably go as far as arguing games are one of the most difficult piece of software you could write but it's definitely not more difficult than hardest problem in CS
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>>9038100
>What makes game development difficult is really the scale of the software and the range of techniques used.

this, and it extend beyond just programming. You need to know how to work with AIs, create efficient data structures for unique situations, optimize much more than other software since just 1 frame taking 10 times longer than usual is noticeable, work with a shitload of different hardware and OSes (better now than 10 years ago, but still an issue if you dont use a premade engine), make art, and procedural generated art, create fun feedback loops which means you need to know a bit of picology related to it, make music and sound effects, create algorithms that can load and manage them so that you dont keep to many in memory, but also dont have any delay when they need to be played (important for large open world games), lots and lots of linear algebra (not difficult, but tedious as hell), deterministic approximation theory to try and keep framerates up but game state deterministic, work with cryptography, cutting edge security methods, and obfuscation techniques to prevent cheating, especially if its multiplayer, and in that case all the server and communication bullshit. and this isnt even all the shit massive games like WOW has to deal with.

Ive worked on software for businesses, and its requirements are relatively loose compared to games, no one cares if clicking a button takes 100ms to bring up the store inventory, but if it takes you 100ms to open your characters inventory in a game, no ones going to play that shit.

t. indie 'dev'
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>>9038759
Game dev also are paid the least out of any CS field too, a Wordpress developer typically makes more money than a game developer unless they are specialists in linear algebra or something. Vast majority of production studios will be filled with free interns or lowly paid and overworked developers.

There's been multiple gaming companies open here only to lay everybody off once the dollar went up and move the work to the third world.

Worse yet they almost always make you sign non-compete clause contracts in order to prevent you from quitting and getting a higher paid job in the gaming industry.
Thread posts: 13
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