How about people like Inigo Quilez? I'd say they're still quite high profile in today's landscape. And the main thing is I think there's just way more people in the field overall today too, not everyone can be famous! It's totally fine to not be as high profile as literally one of the most well known people in a field, it's fine to just do it because you enjoy it! The math and art of graphics (and games in general) programming is beautiful in and of itself.
Good engineers should understand what goes on underneath them in the stack (at decreasing accuracy probably the more layers away it is) if they care about their craft and the quality of it, even if not in perfect detail, if you're just acknowledging that you've never even tried, then perfect! The AI "revolution" is just right for you.
your two statements can be true at the same time: I do not need to look at the code because I know exactly what it does.
do I care for every snippet? every call's signature? no I do not.
do I understand what it does 100%? yes, because I directed it to be built like that.
I don't get people like you. "care about their craft" - what craft? my job is to make ideas into reality, how I get there is irrelevant. this is what I get paid for and this is what gets me satisfaction.
I've always disliked spending weeks arguing with people about every little detail and having an ideaological war. From the end output most of the decisions that people who "care about their craft" care about are utterly irrelevant.
In a game development context, especially where C++ interop is involved and a lot of code lives across a boundary where memory is owned by C++ but you want to avoid/minimize marshaling overhead or just generally maximize performance, the unsafe keyword is quite handy, but outside of those you can indeed probably get around by approximately never using it.
There's a lot of power C# gives you if carefully curated, making a lot of cases where people previously might have seen C++ as the only option as suddenly quite viable.
... See also the somewhat arcane Unsafe.As etc APIs
Literally any familiarity with the lore and it just makes sense, the kind of people the 40k lore would resonate with are unlikely to be AI chuds in the first place.
Though then again people do usually look way past any/all subtlety that might once have been intended and any franchise-ification of something usually destroys the remaining of originality as it becomes a facsimile of its original self.
But GW do seem to take reasonably good care of their IP and world, so I respect them for resisting the imminent slop-ification at least a little bit, there's enough shitty 40k work out there in both book and videogame form already. I'm sure the Abominable Intelligence will come for them eventually too, but until then, the emperor protects.
If anything OOP might actually be detrimental to many game engine applications (in a modern computing context in regards to the kind of data layouts and implementation patterns it encourages), and traits and "traditional" OOP (if you exclude implementation inheritance, which is largely cursed anyways) are real close together anyways, I think Rust is a great fit specifically for game engines at least, for gameplay programming I'm not as certain but for anything where you're mostly managing essentially data pipelines that need to go very fast and be reliable and not crashy, Rust is a great fit.
LLMs are here and Google Translate is still bad (surely, if it was easy as just plugging the miraculous perfect llms into it, it would be perfect now?), I don't think people who think we've somehow solved translation actually understand how much it still deals extremely poorly with.
And as others have said, language is more than just "I understand these words, this other person understands my words" (in the most literal sense, ignoring nuance here), but try getting that across to someone who believes you can solve language with a technical solution :)
What argument are you making? LLM translating is available to anybody to try and use right now, and you can use services like Kagi Translate or DeepL to see the evidence for yourself that they make excellent translations. I honestly don't care what Google Translate does, because nobody who is serious about translation uses it.
> And as others have said, language is more than just "I understand these words, this other person understands my words" (in the most literal sense, ignoring nuance here), but try getting that across to someone who believes you can solve language with a technical solution :)
The kind of deeply understood communication you are demanding is usually impossible even between people who have the same native tongue, from the same town and even within the same family. And people can misunderstand each other just fine without the help of AI. However, is it better to understand nothing at all, then to not understand every nuance?
The part of this that always confuses me is like nobody's aware gamejams exist, this has been a thing long before the LLM craze and people have been producing decent games on very limited timespans already, but people are forgetting how insanely high the bar is now, LLMs do not even remotely begin to fix the problem of your competition being incredibly stiff.
Just look at something like ludum dare and all the top entries (out of thousands of games submitted) are all usually quite polished given the timespan.
> are all usually quite polished given the timespan
The open secret is that they might not start coding or building assets until the start time, but they have spent a lot of time thinking about the ideas before then (even when the "theme" isn't known before hand people tend to make ideas fit theme with tweaks), which just speaks to the "code is not the bottleneck" thesis.
Game jams typically require games to adhere to a theme that is only known the day of, and the best entries will make a game specifically around that, not just adapt some pre-existing idea to it.
The themes are so open ended it’s very easy to adapt most game ideas. Games that win tend to be the most fun to play not necessarily the ones that fit the theme the best.