I have one thesis for you: every programmer is also a UX guy. Do you agree? I hope I can convince you! I’ll talk about the following problems and solutions:
C++ is changing. Modern standard is no longer "C with classes". We have to move forward and Cpp Core Guidelines is the way to do it.
I will show you, how this guideline can improve your knowledge about modern C++. We should follow it to resolve conflits, to keep one coding standard and to avoid mistakes that others already made. It is great place to start learning about modern language syntax and safe, efficient, clear coding rules.
Ten or twenty years back the difference between an engine programmer and a gameplay programmer was on the level of stuff they coded in C++. The first one was building a framework, communicating with the hardware using SDKs like OpenGL or DirectX, while the gameplay programmer laid out the architecture for the game, and coded everything by hand, using the given framework, in C++. That sentiment is lost right now in 2019, when we have Unity, and Unreal, and even complex, high end in house engines, prevent us, from such approach. Gameplay programming is now closes to complex scripting, than it was ever before. But the evolution of tools, has left a hole in the industry – programmers struggle to find their place – they either become engine developers, like UE4 dev, or Unity dev, or they move on to other industries, where their pure programming skill is still needed. How do we tackle this problem as an industry? Is there even a problem?
How can you speed up environment creation process?
This presentation shows how new technologies and solutions can be used in projects and how to adapt them without making basic pipeline errors in environment art. We will look on high level of pipeline process to seek the solutions on how to speed it up.