I'm using Perforce, it's phenomenal. A lot of devs have the misconception that Perforce is only for big studios, and not for the individual. I recently discovered that I could install my depots locally, as an individual developer, and it has changed my life!
I love the semi-perfect editing Jason! It just makes for such an honest twist. 10:29 Thank you for all the work you are putting in to educate us! Currently working on a Typing Game, already ran into an issue where I lost some progress due to missing source control.
I bet he cringed at this. I've done this a few times, somehow missing the edit >< Great video by the way Jason. It's a skill every developer, not just game devs should learn as soon as possible.
Git + Source Tree (a git visual editor) in case a complex thing to do arises. Staying with Git will open a door also to other software (non-game-related) jobs.
All my work on projects is aimed at getting a job as a professional game developer so I made sure to learn source control early. I learned Git from the Git-go 🙃
@@Unity3dCollege Perforce in general is used in many studios I have worked for, so not just UE... Unity, UE, and any other, its designed more around game development... Hansoft, its project management program as well, used by various studios it was great with a team... in general and works well alone or with perforce, fantastic for bug tracking too... Git always drove me crazy and slow compared to perforce , when adding anything else but code... Perforce you can add anything. So not just code and it will run smoothly.. most users can learn quickly, compared to GIT.. You don't have to remember alot of commands either. its free up to 8 users too
it's almost impossible to commit too much. I like to commit every time I finish a small feature, or any time I have a functional subset of a larger one. If you're using git, even on a team, and you're worried you're committing too often? Work in a feature branch, and squash your commits down when you're ready to merge, that way you only add a single commit to the master branch, but you still got all the benefits of undo history, tracking down bugs, and safety that you got from committing early and often.
@@jameswright1788 while this sounds great, there are problems that can arise with pushing updates to frequently. If its a personal project that's probably a great ideal, but for industry software (or even smaller software released through a package manager) you want to consolidate your updates to release versions. If you pushing 20 updates a day, anyone using your product will need to update their repository or package that many times a day. I dont know about you, but I find notifications of package updates to be annoying and to have to turn notifications off for 1 package that blows me up with updates constantly will cause me to not use the program. That is the exact reason update versions carry many different updates, like bug fixes, ui updates, feature adding and the likes. You do not want to push those out 1 at a time. That's why you have a local copy of the repository to work on. You can do all your version updates on the local copy and push the group of updates when your ready for a new version release. Now when working with other developers, they can push their updates to your repository where you can check their code and integrate it and push it with the next version update. Github kinda changes how this works a little since it's not really a package repository where you download programs and get pushed updates. The difference is your github repository would be your local repository where people can push their updates for you to review and approve for integration. Again though, github has auto updates with sites and programs that do use them as a downloadable repository so whenever you update the repository github pushes out auto updates which again can cause people to have to update constantly. Version control can be a hard thing to master because it has effects on the end user that 99% of developers don't think about
@@xKhfan213x I absolutely agree. What I was talking about was committing to a feature/project branch, not the main release branch. You can commit as much as you like without affecting end users at all. Only when I'm ready to release a version update do I merge/squash back to the main release branch.
Have used all of those during my dev career (non games, medium sized teams). I'd say Perforce was the easiest + most productive. Just generally, day-to-day working, branches, merging, conflicts etc, all very visual and obvious in Perforce.
I've just started my gamedev journey about a year or so ago so I didn't really think I needed a source control application at the moment. But not until recently I noticed my project was getting a little more complicated so now i'm contemplating it. my current modus operandi is copying my projects into a specified folder, I currently have 5 backups... thank you for this information it's really helpful.
The current indie dev company I worked for had 2 fall outs where they lost EVERYTHING and had to start over. When i joined they were using unity collab but it was too slow so I forced everyone to move to git. I am convinced to look into plastic \o/ Mainly because i taught the team basic git to be able to get the project and push their stuff up, but there’s little things that they get stuck in. If Plastic is built into unity then it will probably be easier for them.
I know I should use it, especially if I'm going to go on another round of game dev job applications but I still haven't gotten around to making it a habit. I 7Zip my entire project after I've made a good chunk of progress, back it up onto two usb sticks and then upload onto my one drive account. I'm a solo game dev, i do this on the side.
In the future before you even start a project you want to have a repository created and commit often like every hour or less It's very convenient if you want to try something out that you can always go back to a previous commit
Thank you for informing me about Plastic SCM. I did not know that's an option. For my current small team of hobbyists, we are using Unity Collaborate with Unity Teams, and it's nice how easy it is to use. But when I need branching, I will look into switching to Plastic SCM.
I just learned how to use git a few days ago after avoiding it for the longest time so I started watching this hoping you wouldn't say anything else... And now I have to learn plastic scm...
Never really used source control, heard about it a lot, but always just kept the folders on my PC and backed them up. Probably something I should look into.
I've been using github for a couple of years now--I'm finally to the point whee I'm generally confident of what I'm doing in git, but now I'm concidering Plasticscm
Once you're comfortable with branching, the next logical step is build automation - making a build you can distribute by pressing a single button (or committing to a specific branch) will save you so much time over the long haul.
Hi Jason, I am interested in your Black Friday Class Bundle. I see that I have about 20 days before the sale ends. My question concerns the 6 weeks of Performance Taskforce. Can you please elaborate on what that is? Also, would the 6 weeks start today if I bought the bundle today or could I buy the bundle today and then start my 6 weeks of Performance Taskforce sometime in the future? Would it be better for me to learn more Unity for the next 18 days and then buy the bundle, maximizing my use of the Performance Taskforce or can I buy the bundle now and use it later on?
The cloud storage seems to be in small chunks, if you needed 100gb you'd pay 20 a month? Also, without using cloud storage, is there any way to backup your plasticscm workspaces to another drive (in case of failure)
I'm not using any source control as I don't feel the need to since I don't work on massive projects that might break or I don't work with other people. I've only backed up my scene in the past which just gets put into another folder & is occasionally overwritten every few hours. Its only come in use to me once out of my 4 years of using Unity or 2.5-3 years since I've started the practice.
Amateur/hobby dev here. For my own little game dev projects I seldom use any source control. When I’ve collaborated on game dev I used git and Fork as a client on Windows. When I’ve done programming outside of game dev I used and learned to love linux and git cli
HI jason, interesting video like all your videos ( always something to learn) :). One question on black friday bundle: about bonus ( unity plus and Performance Taskforce) if I join game.courses the bonus begins day one or we can unlock them later. I'm just at the beggining of my unity journey :).
Git + Fork It is very easy to use and very convenient. Being able to jump around past commits makes it even better. I do not have experience with large scale games though. So far Git LTS was enough for me and the studio I work for.
Actually, sometimes we use apache svn too, in case of the number of the developers who work on the project is small (max 3-4 people). And I used Perforce too for several years.
I have the same situation. I'm going to learn it because, down the road, I will probably need it when my project gets bigger, and I might bring on some teammates at some point also. It's just good to have another important skill under your belt.
even if you work alone its wise to have one, if you have an issue you can revert back other wise you could lose time, cause bugs that you may need to fight with.... I'm retired now and worked for studios so I always used one, now I work alone and I use VC and always will, it helps with work flow as well... I have no set backs related to bugs, corruption or other wise, due to having Perforce always running.. I also use a project management still bug tracker, so that I can track bugs, and so users can report bugs to me, through my bug tracker, which I send work to my project management system... This is all connected making my life easier.
@Jason Weimann :: Do any of your courses cover advanced AI topics? I'm definitely interested in the advanced level architecture and design patterns for large-scale projects but was wondering if you had anything to offer in the AI department. My job is heavily focused on AI and I'm already a very competent AI programmer ... but I'm always hungry to learn more and more about this field!
I do remember doing direct copies of the whole project into a usb everyday for my 1st big unity project Was 2 hours x copy, funny times of watching the green progress bar of windows for months
I'm a solo as well, and it's still nice to use. For example, a few days back I worked for maybe 1/2 hour, and ended up accidentally introducing a few bugs that I didn't feel like fixing. I just reverted to my last commit, and it was like my bad changes were never there. Here's a good video on how to set it up in the unity context. th-cam.com/video/WH7qDUYHGK8/w-d-xo.html
Version Control or Source Control. These two terms _are used_ interchangeably. However, source control is specific to source code. Version control also covers large binary files and digital assets.
I'm not using any source control and I'm really scared to lose all those years working on the project... but when I watched this video, I fell into deep thinking of it... I really should make some backups 😥
Sorta new here, has anyone tried Jason's course? I'm committed to learning all I can but I have tried several others and found one I like but kinda don't want to miss out on this deal. I've been watching a ton of his videos and following along with the free courses but I was wondering if anyone can review his paid for course.
Highly rated. Imo he has some of the highest quality content for intermediate and above developers. There is a bunch of content on youtube for beginners however when you start getting into architecture, Jason does an excellent job. I bought the $1000 course which is cheap when you consider it took him decades to accumulate all the knowledge he includes in the course.
I can recommend it if you're serious about game development, there's a *lot* of things I learned from it that I use in almost every new project I start now that I had never even heard of or seen being used before. I had to give the course a break about mid-way through, but I fully anticipate going through and finishing it once I feel ready again as I'm sure there's a lot more left to learn from it.
I've spent a lot of money into going to a top level game development college. I haven't tired Jason's course, but I will say he is super knowledgeable and beginner friendly. Personally I think paying 1000$ for Jason's course is a better idea and more financially efficient than going to university or college like I am doing. This all depends on what you want to specialize in though. Game programming takes a ton of practice, logical thinking and creative problem solving. Game Design is more about planning what the game is. In all honesty anybody who plays games can be a game designer and most already have already used game design skills whether its coming out with a good game idea or really thinking about the whys and reason of why you like or don't like a game. There's also various forms within these two broad specializations like level design, narrative design, combat design in game design, or tools/engine programmer(builds the engine that builds the game), network programmers, gameplay programmers and of course so much more. If you want to be a programmer I might say to go and get real accredited schooling from a college or university since there is more math involved and overall programming is more complex and really needs to be learned. Game design is far less skilled, and more talent or experience based however. So you could probably get away with just having a kickass portfolios and some finished games rather than going to school. To put it short: Game Design: School = Low priority, Portfolio = High priority Game Programming: School = Medium/High priority, Portfolio = High priority Game Art (modeling, concept art, animation, etc): School = zero priority, Portfolio = Very High priority
Tldr of the comment I've been trying to leave but TH-cam keeps removing. Plastic still has issues with mainstream branching strategies. Things like merge requests, branch protection and code reviews are all not properly achievable compared to git
Good notes, I wish yt would cut back the auto moderation tho. It seems to be getting worse every week, dunno how many people are having it happen and don't even notice. Would be nice if it at least flagged them for me so I can use human eyes to see they're not spam or something
I was trying Git, unfortunately it doesn't support big games to be uploaded...so I was forced to use plastic, which I can say that I hate plastic, it`s so complicated where in fact it should be!
Locking a file or more while I work on something, and others having to wait for me to finish to add/edit something, kinda defeats the purpose of using source control in teams at all
Can't agree with you, in my opinion, everyone should work in different module or files. Even with c++ working at the same file / class creates merge conflicts.
Hi Jason, as an experienced Unity developer I wanted to get your opinion on the software in terms of its potential and what you think of the company. My impression of Unity is that is the least ambitious compared to cry and unreal but it delivers the all the standard functionality with the highest level of polish. As for the company I am not certain what they are like at all, on one hand they chose to not open source their entire engine, on the other hand they don't require royalties. Finally I am also interested in if you think that Unity is equal, better or less than Unreal in terms of its ability to deliver big AAA games like Destiny 2 for example. Is it the case that Unity is better for making AAA games with a higher level of hardware performance and polish if used by a good experienced developer compared to Unreal which is generally considered easier but is it easier and better. Rambling on I heard a lot of bad comment from developers regarding Unity and almost always preferring Unreal, one comment being about game performance possibly relating to garbage collection(yes i have seen your pooling video). Some people also dont like Unitys constant updates (i disagree as updating is optional most of the time). Also Unity is fairly unproven as we havent really seem any big MMOs etc come out of Unity. Also I get the sense that Unreal offers significantly more and more powerful tools than Unity does and they are free so you dont need to pay asset store, but I don't know if I am wrong about this I really need to hear the opinion of an experienced developer. Anyway sorry for going on but the point is I would love to hear some insightful comments about the engine from someone who is as experienced as yourself. Thanks.
Definitely wasn't me. I've been hearing about people getting hit by anti bot tech on yt a lot, another subscriber ran into an issue where all of his comments auto delete from any video because it mistakes him.
@@user-lv6qm3fj2z I don't know then. There's a lot of strange behaviour going off with other social media platforms. It's happened enough times to myself over on other channels and platforms.
I'm using Perforce, it's phenomenal. A lot of devs have the misconception that Perforce is only for big studios, and not for the individual. I recently discovered that I could install my depots locally, as an individual developer, and it has changed my life!
interesting. I want to try this now.
Do you still use it?
I love the semi-perfect editing Jason! It just makes for such an honest twist. 10:29
Thank you for all the work you are putting in to educate us!
Currently working on a Typing Game, already ran into an issue where I lost some progress due to missing source control.
I bet he cringed at this. I've done this a few times, somehow missing the edit ><
Great video by the way Jason. It's a skill every developer, not just game devs should learn as soon as possible.
@@Tarodev ugh this is the worst. I gag a little every time I see these type of mistakes and refuse to watch those videos XD
Git + Source Tree (a git visual editor) in case a complex thing to do arises. Staying with Git will open a door also to other software (non-game-related) jobs.
Same. For my iDE I use IntelliJ (for work) or VS Code, but all conflicts in VS Code regardless.
"Fork" is a lesser known but far far better visual git client. Fork is like SourceTree if SourceTree gave a half a damn about UX.
All my work on projects is aimed at getting a job as a professional game developer so I made sure to learn source control early. I learned Git from the Git-go 🙃
Start from 6:59
Our First game was made in Git.
Now we use Plastic, and HOLY CRAP THIS IS A BAJILLION TIMES BETTER.
I use perforce cause it integrates well into ue4 and that’s what epic games uses so it makes sense for me
That makes a lot of sense for UE developers. P4 is still really popular
@@Unity3dCollege Perforce in general is used in many studios I have worked for, so not just UE... Unity, UE, and any other, its designed more around game development... Hansoft, its project management program as well, used by various studios it was great with a team... in general and works well alone or with perforce, fantastic for bug tracking too... Git always drove me crazy and slow compared to perforce , when adding anything else but code... Perforce you can add anything. So not just code and it will run smoothly.. most users can learn quickly, compared to GIT.. You don't have to remember alot of commands either. its free up to 8 users too
it's almost impossible to commit too much. I like to commit every time I finish a small feature, or any time I have a functional subset of a larger one.
If you're using git, even on a team, and you're worried you're committing too often? Work in a feature branch, and squash your commits down when you're ready to merge, that way you only add a single commit to the master branch, but you still got all the benefits of undo history, tracking down bugs, and safety that you got from committing early and often.
That’s good advice. I do that with both my personal projects and with work and you just can’t go wrong
@@jameswright1788 while this sounds great, there are problems that can arise with pushing updates to frequently.
If its a personal project that's probably a great ideal, but for industry software (or even smaller software released through a package manager) you want to consolidate your updates to release versions.
If you pushing 20 updates a day, anyone using your product will need to update their repository or package that many times a day. I dont know about you, but I find notifications of package updates to be annoying and to have to turn notifications off for 1 package that blows me up with updates constantly will cause me to not use the program.
That is the exact reason update versions carry many different updates, like bug fixes, ui updates, feature adding and the likes. You do not want to push those out 1 at a time.
That's why you have a local copy of the repository to work on. You can do all your version updates on the local copy and push the group of updates when your ready for a new version release.
Now when working with other developers, they can push their updates to your repository where you can check their code and integrate it and push it with the next version update.
Github kinda changes how this works a little since it's not really a package repository where you download programs and get pushed updates.
The difference is your github repository would be your local repository where people can push their updates for you to review and approve for integration.
Again though, github has auto updates with sites and programs that do use them as a downloadable repository so whenever you update the repository github pushes out auto updates which again can cause people to have to update constantly.
Version control can be a hard thing to master because it has effects on the end user that 99% of developers don't think about
@@xKhfan213x I absolutely agree. What I was talking about was committing to a feature/project branch, not the main release branch. You can commit as much as you like without affecting end users at all. Only when I'm ready to release a version update do I merge/squash back to the main release branch.
Source tree and bit bucket was what we used for Dwerve
Just started using plastic SCM and like it so far..
Thanks! Just learning about source control. Trying to take my game dev endeavor to the next level.
Have used all of those during my dev career (non games, medium sized teams). I'd say Perforce was the easiest + most productive. Just generally, day-to-day working, branches, merging, conflicts etc, all very visual and obvious in Perforce.
how do you create a branch in perforce, I couldn't understand that
I've just started my gamedev journey about a year or so ago so I didn't really think I needed a source control application at the moment. But not until recently I noticed my project was getting a little more complicated so now i'm contemplating it. my current modus operandi is copying my projects into a specified folder, I currently have 5 backups... thank you for this information it's really helpful.
The current indie dev company I worked for had 2 fall outs where they lost EVERYTHING and had to start over. When i joined they were using unity collab but it was too slow so I forced everyone to move to git.
I am convinced to look into plastic \o/
Mainly because i taught the team basic git to be able to get the project and push their stuff up, but there’s little things that they get stuck in. If Plastic is built into unity then it will probably be easier for them.
I wasn’t before but because I had to do all of my project over I will now.
Just Started plastic and it's great
I use GIT with LFS
Hey there, thank you for your work here ! :) So: git, mostly through CLI; sometimes through the IDE, if I want to inspect changes more thoroughly.
I know I should use it, especially if I'm going to go on another round of game dev job applications but I still haven't gotten around to making it a habit. I 7Zip my entire project after I've made a good chunk of progress, back it up onto two usb sticks and then upload onto my one drive account. I'm a solo game dev, i do this on the side.
Your process is so long when you could just save it with 2 clicks with source control
In the future before you even start a project you want to have a repository created and commit often like every hour or less
It's very convenient if you want to try something out that you can always go back to a previous commit
Thank you for informing me about Plastic SCM. I did not know that's an option. For my current small team of hobbyists, we are using Unity Collaborate with Unity Teams, and it's nice how easy it is to use. But when I need branching, I will look into switching to Plastic SCM.
Unity collab is moving to plastic scm.. I guess they bought it and eventually everyone will need to migrate from collab to plastic
I started using git + sourcetree thanks to GameDev tv's unreal engine course, currently is the way I'm working with teams.
I just learned how to use git a few days ago after avoiding it for the longest time so I started watching this hoping you wouldn't say anything else...
And now I have to learn plastic scm...
Never really used source control, heard about it a lot, but always just kept the folders on my PC and backed them up. Probably something I should look into.
I've been using github for a couple of years now--I'm finally to the point whee I'm generally confident of what I'm doing in git, but now I'm concidering Plasticscm
Once you're comfortable with branching, the next logical step is build automation - making a build you can distribute by pressing a single button (or committing to a specific branch) will save you so much time over the long haul.
Hi Jason, I am interested in your Black Friday Class Bundle. I see that I have about 20 days before the sale ends. My question concerns the 6 weeks of Performance Taskforce. Can you please elaborate on what that is? Also, would the 6 weeks start today if I bought the bundle today or could I buy the bundle today and then start my 6 weeks of Performance Taskforce sometime in the future? Would it be better for me to learn more Unity for the next 18 days and then buy the bundle, maximizing my use of the Performance Taskforce or can I buy the bundle now and use it later on?
Helped me alot
The cloud storage seems to be in small chunks, if you needed 100gb you'd pay 20 a month?
Also, without using cloud storage, is there any way to backup your plasticscm workspaces to another drive (in case of failure)
I'm not using any source control as I don't feel the need to since I don't work on massive projects that might break or I don't work with other people. I've only backed up my scene in the past which just gets put into another folder & is occasionally overwritten every few hours. Its only come in use to me once out of my 4 years of using Unity or 2.5-3 years since I've started the practice.
Amateur/hobby dev here. For my own little game dev projects I seldom use any source control. When I’ve collaborated on game dev I used git and Fork as a client on Windows. When I’ve done programming outside of game dev I used and learned to love linux and git cli
HI jason, interesting video like all your videos ( always something to learn) :). One question on black friday bundle: about bonus ( unity plus and Performance Taskforce) if I join game.courses the bonus begins day one or we can unlock them later. I'm just at the beggining of my unity journey :).
Git + Fork It is very easy to use and very convenient. Being able to jump around past commits makes it even better. I do not have experience with large scale games though. So far Git LTS was enough for me and the studio I work for.
my main game has been in production for 10 yrs no source control, i just zip and dropbox for backups. its 330gig.
Would've been very interesting seeing the commit history if you had used source control
That's manual source control. xD
I use plastic scm, or git depending on the project.
What would you recommend for a big game project to release on multiple platforms ?
Please make a video about git LFS am curious about it
Actually, sometimes we use apache svn too, in case of the number of the developers who work on the project is small (max 3-4 people). And I used Perforce too for several years.
I'm looking for something that I can use for remote workers
Im not using source control because im the only working on my game. Do i still need it?
I have the same situation. I'm going to learn it because, down the road, I will probably need it when my project gets bigger, and I might bring on some teammates at some point also. It's just good to have another important skill under your belt.
even if you work alone its wise to have one, if you have an issue you can revert back other wise you could lose time, cause bugs that you may need to fight with.... I'm retired now and worked for studios so I always used one, now I work alone and I use VC and always will, it helps with work flow as well... I have no set backs related to bugs, corruption or other wise, due to having Perforce always running.. I also use a project management still bug tracker, so that I can track bugs, and so users can report bugs to me, through my bug tracker, which I send work to my project management system... This is all connected making my life easier.
Lately your videos have mostly been podcast-y style. What happened to the code examples & tutorials? Miss those days
@Jason Weimann :: Do any of your courses cover advanced AI topics? I'm definitely interested in the advanced level architecture and design patterns for large-scale projects but was wondering if you had anything to offer in the AI department. My job is heavily focused on AI and I'm already a very competent AI programmer ... but I'm always hungry to learn more and more about this field!
Unity collaborate and Perforce have saved me so much headache for the past year
subversion SVN and some GIT. Like who doesn't use source control. it's amazing.
I do remember doing direct copies of the whole project into a usb everyday for my 1st big unity project
Was 2 hours x copy, funny times of watching the green progress bar of windows for months
Well, I haven't used source control before, and since I'm working alone it doesn't seem to be very needed to me, but might try it someday
I'm a solo as well, and it's still nice to use. For example, a few days back I worked for maybe 1/2 hour, and ended up accidentally introducing a few bugs that I didn't feel like fixing. I just reverted to my last commit, and it was like my bad changes were never there. Here's a good video on how to set it up in the unity context.
th-cam.com/video/WH7qDUYHGK8/w-d-xo.html
What's the difference between "source control" and "version control"?
They're the same thing.
yup, it's just two ways to refer to the same thing.
Version Control or Source Control. These two terms _are used_ interchangeably. However, source control is specific to source code. Version control also covers large binary files and digital assets.
So when my pal dev tells me "u don need plastic just use git it'll be fine trus me", I shouldn't believe them?
good news, got to learn that! (plastic)
I'm using git because I'm actually a web developer pretending to be a game dev. It doesn't work that well with Unity. Thanks for making this video!
r u sure u want to be a game dev instead of web dev? :))
@@DimaProsto not professionally. Game dev is just a hobby for me.
@@josephbhunt yea i got u, same here
I'm currently in a (uni) gamedev project where we're using git and Unity Collaborate at the same time, somehow it's holding
I need to watch this...and listen...and act.
I'm not using any source control and I'm really scared to lose all those years working on the project... but when I watched this video, I fell into deep thinking of it... I really should make some backups 😥
back up your project before trying version control, so if anything goes wrong restore the original project.
I use GIT
Sorta new here, has anyone tried Jason's course? I'm committed to learning all I can but I have tried several others and found one I like but kinda don't want to miss out on this deal. I've been watching a ton of his videos and following along with the free courses but I was wondering if anyone can review his paid for course.
Highly rated. Imo he has some of the highest quality content for intermediate and above developers. There is a bunch of content on youtube for beginners however when you start getting into architecture, Jason does an excellent job. I bought the $1000 course which is cheap when you consider it took him decades to accumulate all the knowledge he includes in the course.
I can recommend it if you're serious about game development, there's a *lot* of things I learned from it that I use in almost every new project I start now that I had never even heard of or seen being used before. I had to give the course a break about mid-way through, but I fully anticipate going through and finishing it once I feel ready again as I'm sure there's a lot more left to learn from it.
Highly recommend. I fuddled around for a while not making much progress before taking his courses.Good from beginner on up.
I've spent a lot of money into going to a top level game development college. I haven't tired Jason's course, but I will say he is super knowledgeable and beginner friendly. Personally I think paying 1000$ for Jason's course is a better idea and more financially efficient than going to university or college like I am doing.
This all depends on what you want to specialize in though. Game programming takes a ton of practice, logical thinking and creative problem solving. Game Design is more about planning what the game is. In all honesty anybody who plays games can be a game designer and most already have already used game design skills whether its coming out with a good game idea or really thinking about the whys and reason of why you like or don't like a game. There's also various forms within these two broad specializations like level design, narrative design, combat design in game design, or tools/engine programmer(builds the engine that builds the game), network programmers, gameplay programmers and of course so much more.
If you want to be a programmer I might say to go and get real accredited schooling from a college or university since there is more math involved and overall programming is more complex and really needs to be learned.
Game design is far less skilled, and more talent or experience based however. So you could probably get away with just having a kickass portfolios and some finished games rather than going to school.
To put it short:
Game Design: School = Low priority, Portfolio = High priority
Game Programming: School = Medium/High priority, Portfolio = High priority
Game Art (modeling, concept art, animation, etc): School = zero priority, Portfolio = Very High priority
Using it
git kraken is the one i see with more easy to use options
PlasticSCM is pretty neat
I'm using git but that's because I work as a software developer so it's what I'm used to.
I been using Plastic SCM I am never going back to github lol. I been using it for about a week.
Intro: the story sounds soooo familiar...
Tldr of the comment I've been trying to leave but TH-cam keeps removing.
Plastic still has issues with mainstream branching strategies. Things like merge requests, branch protection and code reviews are all not properly achievable compared to git
Good notes, I wish yt would cut back the auto moderation tho. It seems to be getting worse every week, dunno how many people are having it happen and don't even notice. Would be nice if it at least flagged them for me so I can use human eyes to see they're not spam or something
Just start typing right here and hit the comment button!
I’ll be starting a project with a friend, I was thinking about Dropbox/GDrive. 😂
I was trying Git, unfortunately it doesn't support big games to be uploaded...so I was forced to use plastic, which I can say that I hate plastic, it`s so complicated where in fact it should be!
I didn't know you can use anything but git
Using unity collab and github
Perforce 🔥
Locking a file or more while I work on something, and others having to wait for me to finish to add/edit something, kinda defeats the purpose of using source control in teams at all
Can't agree with you, in my opinion, everyone should work in different module or files. Even with c++ working at the same file / class creates merge conflicts.
TLDR; Use Plastic SCM for unity :)
Only know git, learned it in university :)
10:30 oopsie!
I was expecting more comments about it. I find it a bit hypnotizing. Like looking behind the scenes of a theater play.
I've been studying game dev for 2 years now in university and have landed to using Visual Studio with Git integration. (using Unity)
Subversion because I can push up anything into vcs
i never knew it existed
Hi Jason, as an experienced Unity developer I wanted to get your opinion on the software in terms of its potential and what you think of the company. My impression of Unity is that is the least ambitious compared to cry and unreal but it delivers the all the standard functionality with the highest level of polish. As for the company I am not certain what they are like at all, on one hand they chose to not open source their entire engine, on the other hand they don't require royalties. Finally I am also interested in if you think that Unity is equal, better or less than Unreal in terms of its ability to deliver big AAA games like Destiny 2 for example. Is it the case that Unity is better for making AAA games with a higher level of hardware performance and polish if used by a good experienced developer compared to Unreal which is generally considered easier but is it easier and better.
Rambling on I heard a lot of bad comment from developers regarding Unity and almost always preferring Unreal, one comment being about game performance possibly relating to garbage collection(yes i have seen your pooling video). Some people also dont like Unitys constant updates (i disagree as updating is optional most of the time). Also Unity is fairly unproven as we havent really seem any big MMOs etc come out of Unity. Also I get the sense that Unreal offers significantly more and more powerful tools than Unity does and they are free so you dont need to pay asset store, but I don't know if I am wrong about this I really need to hear the opinion of an experienced developer.
Anyway sorry for going on but the point is I would love to hear some insightful comments about the engine from someone who is as experienced as yourself.
Thanks.
=\ My comment has been deleted... Like twice. Why? You asked to post what I use...
Definitely wasn't me. I've been hearing about people getting hit by anti bot tech on yt a lot, another subscriber ran into an issue where all of his comments auto delete from any video because it mistakes him.
Hoping me replying helps it fix the issue
Adding links to your comment wiill have it auto removed. I wouldn't be surprised if there were more rules that get comments auto removed
@@RickyWiild lol, you have "b i t b u c k e t" and or "g i t h u b" in your filter. or maybe "t o r t o i s e g i t". I mean literal words, not links.
@@user-lv6qm3fj2z I don't know then. There's a lot of strange behaviour going off with other social media platforms. It's happened enough times to myself over on other channels and platforms.
You look like Asmongold in the thumbnail
Git comfortable using git
TH-cam, I am not a bot. Stop it.
Yea this is true.
As a bot, I can see that you are also a bot
@@Shonnyy I see your comment as a bot and upvote it!
Gitkraken forever
My comment keeps getting removed :'(
Guess it's being flagged as spam by a youtube bot, RIP all the paragraphs I wrote on plastic LOL
@@Shonnyy Yea I just realised that too... I only wrote like 2 lines wtf.
i just copy and paste the new files and then delete the old ones in the github directory and push it xdd
why