For the last few years I have been the lead programmer in two VR games: Detached and Telefrag VR. Both games have been released on PC and PS4 platforms. I would like to present some challenges encountered during the whole development process - some of them specific for the VR environment.
Every day we live in our IT world, where we have certain laws and rules. But what if we look beyond our industry? Construction, automotive, philosophy, business close to us and more: would we find there anything useful for us? Maybe some of them already exists with us and spotting them may help us communicate with people outside of IT? During this lecture we’ll consider this and try to look at it through our prism.
Domain Driven Design patterns are commonly used in business applications.
Do they apply at all in in a functional programming?
Is this a complete mismatch or maybe functional languages enable us to encode our domain even more naturally?
In this talk we will try to revisit the core concepts of DDD from a functional perspective and build a simple system using DDD with a functional approach.
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?