You'll hear the speaker's eye-opening journey at Rad Game Tools, initially embracing object-oriented programming for a major library, only to discover it created unexpected integration nightmares. This clip dives deep into why widely praised object-oriented principles, particularly encapsulation, can ironically make it incredibly difficult for others to integrate and use your libraries effectively. You'll learn how a strategic pivot to a more transparent, procedural C-style approach for Granny 2, exposing core data structures and guaranteeing stable interfaces, led directly to its massive success. This part challenges you to critically evaluate conventional wisdom in programming, prompting you to independently verify ideas rather than blindly accepting what others claim is the 'right' way. You'll discover a unique hypothesis suggesting that object-oriented programming, despite its downsides, might inadvertently help you develop the crucial habit of code organization, which you can then leverage more effectively with procedural approaches. This section reassures you that unlearning rigid OOP habits is surprisingly easy; you just need to stop overthinking the artificial coupling of methods and data, and your code will naturally become clearer. You'll see that adopting a procedural style doesn't mean sacrificing organization; you still have the freedom to encapsulate code as much as you deem necessary, just without the complexity of forced inheritance or virtual functions. This encourages you to trust your own judgment: if a programming technique works well for you, keep it, and don't feel obligated to follow dogmatic rules just because they're prescribed by certain programming paradigms. shipping object-oriented code object-oriented code sucks for integration it's all of the principles of object-oriented fight the ability to integrate stuff it's the whole paradigm is a lie Your goal is not to hide everything. it's for you to do the work upfront to figure out what you can promise and then promise that that is what makes a library good. What was the primary design philosophy change between Granny 1 and Granny 2 that led to Granny 2's success? According to the speaker, what is the main flaw in the object-oriented principle of encapsulation for library design? What did the speaker identify as the primary source of a "super bad bug" in the object-oriented Granny 1, specifically within its control system? What is the speaker's key advice for designing a successful library, particularly when selling it in a competitive market? How does the speaker suggest reinterpreting the only potentially useful aspect of object-oriented programming? You’ll discover the surprising origin story of Handmade Con, which actually came about after Twitch initially suggested broadcasting a tech conference but then unexpectedly backed out, leading to an independent venture. This clip makes you seriously question the relevance of traditional physical conferences in today’s world, as the speaker passionately argues they are inherently unfair and exclusionary due to their high costs and limited reach. You’ll gain a powerful new perspective on what truly accessible education looks like, hearing how online resources, like Handmade Hero, have profoundly impacted and changed the lives of people globally who wouldn't have access otherwise. Prepare for a thought-provoking take: you'll understand why the speaker believes that even well-intentioned physical conferences can actually do more harm than good by restricting essential learning and networking opportunities for the majority. I want to hear that it costs $9 a month and they get the same thing right? The future is about providing access to everyone who wants to learn However ever many people that is and it's not enough for it to be 200 people. it's not enough for it to be 2,000 people. It's not enough to be 20,000 people. if there are 200,000 people who want to learn we need to have a way to give it to all of them What was the initial suggestion from Twitch that prompted the idea of Handmade Con? According to the speaker, what is a key disadvantage of physical conferences compared to online content? What does the speaker believe is the primary negative impact of traditional conferences on education? What alternative model does the speaker advocate for providing educational experiences? How does the speaker view initiatives like giving away a limited number of free tickets to conferences (e.g., 200 tickets)? You’ll hear a compelling argument about how the shift to using pre-made game engines, while seemingly efficient, might actually be stifling creativity in big AAA titles. Imagine comparing modern games to classic console experiences – you'll see how vastly different game mechanics used to be, highlighting the surprising uniformity in today's AAA releases. You might just realize why, even with high-quality graphics, many new games can feel like 'the same game with a new skin,' leading to a sense of fatigue and a search for true novelty. You'll also get a candid look at the frustration of super-long tutorial sections in many modern games, which can test your patience long before you even get to the unique or fun parts. it feels like the degree of creativity in games has dropped dramatically since the engineification because you don't have to program the game from scratch, you're very likely to make something that's whatever you can do straightforwardly in one of these tools What is the primary concern Casey Muratori expresses regarding modern AAA games? How does Casey Muratori speculate game engines might contribute to the current state of gaming? What was a key difference Casey Muratori observed when playing old Kiko Vision games compared to modern AAA titles? Besides the role of game engines, what other factor does Casey Muratori mention as potentially contributing to the current state of game development? How does Casey Muratori describe his current experience playing many modern AAA games?