Re: "@lost: you are missing point what Casey is teaching with Handmade Hero. He is not teaching "always write everything from scratch". He is teaching people to understand what they are writing, how it works and why it is needed, instead of blindly following "advices" like "always use X", for example, "always use new and delete"."
- You should use new and delete in C++.
doesn't mean always
- As for not handling errors, well that's up to your project's requirements. It's good to handle errors in some form. The person with the top answer here agreed with you, but the commentators disagreed. Perhaps join the argument there: https://stackoverflow.com/questio...146/why-is-exception-handling-bad
As for Casey, well, in 2255 when he is "nearly done" wake me out of cryosleep. I think blindly stumbling around in the dark with a team of blindfolded patrons is what it is. He spends more episodes describing some obscure deep and sometimes inaccurate facet of computing than he does describing theories of game design, plot, inventory, statistics, rewards systems or anything else remotely game-like. While sometimes sneezingly-interesting, it definitely does not live up to its claim on the cover. I thought by now I'd be engrossed in dozens of videos about plot, inventory, statistics and game visions, rather than discussing the importance of redesigning a procedural engine test kit that replaced an abandoned attempt at a 2D grid-based world, that grew out of 200+ multi-hour sessions, and a year of setting up and explaining C++ and a manageable OpenGL window in Visual Studio.
The website's claim:
"Handmade Hero is an ongoing project to create a complete, professional-quality game accompanied by videos that explain every single line of its source code."
SPOILER ALERT: This ain't gonna happen any time soon.
Sure. Great. Except, he has admitted time and time again on camera that he's not going to make a complete game on the video, so you're not going to get anything other than his stumbles in the "from scratch" world of game engine design -- instead of actually doing much game design, he's just going to describe its source code, as he writes and then rewrites the engine stumbling through what is basically not game design at all, but rather obliquely game engine design. And we're 400 long-winded, albeit descriptive and sometimes educational, but often frustratingly irrelevant and affected videos exploring into what is probably the world's most publicly well-intention-ed vaporware project of all time.
I was very excited in the beginning. I can only stop by and watch after 10 or 30 videos now simply because I'm afraid to even have Casey on in the background, unintentionally confusing me with this explorations as I program my own projects.
I don't mean to be critical, I think Casey should continue developing and videoing and whatever the hell he likes, but I also want to be honest that I've largely lost interest in the series -- however, it has a positive influence: I really like Melodist Devlog's style and content.