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Rust and Unity are interesting picks. I feel like everyone used to use C++ to teach game engine development.


I imagine this course is more theoretical than practical? And maybe the students already have exposure to rust in other courses? I hope so, anyway. If not, it would be like teaching an introductory web dev course in Elixir. Students would learn a lot, but it sure wouldn't help them get their foot in the door at their first jobs. I've definitely taken classes that were clearly intended to be practical in which the teacher either taught it through their weirdly specific lens of familiarity, or had pet concepts about the "correct" way to do things that weren't in accordance with the rest of the world, or assume that the weird circuitous way they learned something was somehow superior because they're just so dang smart. The worst.


I've found most academics to be like this


I've been lucky enough to go to schools in which the curriculum was set by someone that that understood what the students needed to get out of the program rather than using their students as a vector to convince the world that they really needed something else.


Back in my day most 3D tutorials were in Turbo Pascal.

Also they weren't written by college professors but by demoscene teenagers :-P.

Fashion trends tend to change over the years :-)


Back in my day it was all 6510 assembly, written by engineers, hackers and hobbyists.


I followed a game engine minor in c++, all I could think was "I wish I was writing in Rust".

Our end result was cool though, we got a Guitar hero guitar working on it and remade clone hero. Fun times.


Rust makes sense because it is Open Source and a growing language in the gaming world. Unity, on the other hand, is a proprietary, legacy engine which is on the way out. I would have selected Rust and Godot instead.




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