I've been learning odin and opengl together. It's taken me like 3 weeks to get a hold of it (2D only). I'm trying to move my game from godot to odin and raylib had issues rendering polygons the way I wanted to. Opengl with bindless textures and buffering tricks let's me do what I need fairly easily. It's been great but it's a mountain to climb for sure. Input handling, audio, editor goodies, fonts, text input, etc. are all just non existent so you gotta be ready for a marathon, not a 6 month zero to steam sprint.
I agree with Cakez here under the assumption that it is a small new indie dev we are talking about. Obviously the focus shouldnt be on the most advanced API, but rather on how to make a compelling game. Usually "first" games have small graphical scopes anyway. But I do think it is worth investing into low level APIs like Vulkan/ DX12 fairly quickly. Just know that going low level means a LOT has to be done differently, thats why to this day even established studios sometimes ship with DX11
Depends on your scope and game. Certain games, even one's capable of being developed by solo developers, cannot be engineered in existing engines or even OpenGL. Think outside of the box buddy.
Speed is an argument inside of "making your own engine" context. And as he pointed out in other videos, the abstractions that come with other technologies did impact him negatively. In the end, personal taste also plays a part.
Yes the cherno is a great youtuber but also It is best to read the documentation on learnopengl and try to experiment and build stuff on your own that is the best way to learn. Just work on a project like learning to draw a simple rectangle, triangle, cubes, learning how to rotate certain shapes on screen etc and that is how you will learn. Just learn by doing
You don't need tutorials. They are a beginner trap. Learn C++, then learn the basics of OpenGL(the site that Cakez shows in the video), then just start working. If you rely on tutorials, you will just end up in tutorial hell and won't be able to adapt to problems.
Why not Raylib/SDL then?
Raylib has too many abstractions to make a full engine imo, SDL can be paired with OpenGL but GLFW is simply more widespread
I've been learning odin and opengl together. It's taken me like 3 weeks to get a hold of it (2D only). I'm trying to move my game from godot to odin and raylib had issues rendering polygons the way I wanted to. Opengl with bindless textures and buffering tricks let's me do what I need fairly easily. It's been great but it's a mountain to climb for sure. Input handling, audio, editor goodies, fonts, text input, etc. are all just non existent so you gotta be ready for a marathon, not a 6 month zero to steam sprint.
I agree with Cakez here under the assumption that it is a small new indie dev we are talking about. Obviously the focus shouldnt be on the most advanced API, but rather on how to make a compelling game. Usually "first" games have small graphical scopes anyway. But I do think it is worth investing into low level APIs like Vulkan/ DX12 fairly quickly. Just know that going low level means a LOT has to be done differently, thats why to this day even established studios sometimes ship with DX11
Depends on your scope and game. Certain games, even one's capable of being developed by solo developers, cannot be engineered in existing engines or even OpenGL. Think outside of the box buddy.
If speed is an argument than why don't you just use Godot or Raylib?
Godot is already an engine and Raylib has too many abstractions to build a full engine imo
Speed is an argument inside of "making your own engine" context. And as he pointed out in other videos, the abstractions that come with other technologies did impact him negatively. In the end, personal taste also plays a part.
Do you know any good youtube tutorials that teach how to make a game using C++ and OpenGl?
Yes the cherno is a great youtuber but also It is best to read the documentation on learnopengl and try to experiment and build stuff on your own that is the best way to learn. Just work on a project like learning to draw a simple rectangle, triangle, cubes, learning how to rotate certain shapes on screen etc and that is how you will learn. Just learn by doing
@@mrgamer-lu1im I don't want to draw basic primitives. I want to make a game like cakez in C++ and OpenGL. Kindly inform me if you know any resources.
@@pankaj2058 Cakez literally has a tutorial series on this very topic called "Celeste Clone".
You don't need tutorials. They are a beginner trap. Learn C++, then learn the basics of OpenGL(the site that Cakez shows in the video), then just start working. If you rely on tutorials, you will just end up in tutorial hell and won't be able to adapt to problems.