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What is the best way to organize a training plan for several technologies at once?
In short, at the moment there are 4 technologies that are interesting to me, namely: OpenGL, SFML. Qt and UE4 (+Blender for models, but that doesn't count), and in addition to improve your knowledge of C++ to the advanced level (this is usually written in vacancies). I can combine the first three into one coherent project (so far I have only studied the source code for a combination of two of the three in various variations), and I have been picking the last one for two years already, but I won’t deal with it so seriously. The question is how best to organize a learning plan for all this, if at the moment I only know everything superficially at the level of a triangle, platformer, notebook and simple fps on blueprints - the sequence is the same as above. And if in more detail, then there will be a sheet of text below, thanks in advance for your help.
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The answer is in the form of a mini-test. :)
As I understand it: there is a desire to write your own game engine.
Then you need to start by studying the concept of building the architecture of all available game engines: look at the code, the interface and make up for yourself some understanding of the future structure of your engine.
Then, look: what and where can be optimized and done more rationally.
Decide on technologies for quickly processing the logic of the code, graphics for the editor and the final game product, choose the appropriate programming language for writing all the logic.
Check that everything "joins" with each other.
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