There's a lot of binding technologies together in games programming nowadays too.
Component oriented programming makes it rather easy to pick a technology, make a component out of it and adding it into your system.
Especially if you use a prebuilt/popular component system like Unity3d you can almost just click and drag technologies together.
It's true that if you need any of your components to perform extraordinarily then you'll have to dive deep and become an expert, or make sure you find an expert to help you.
Ofcourse, if you want to do everything yourself, then you might have to learn everything yourself , and you'll have to master a lot of things. It is true that games programming covers (almost?) every field in computer science. I guess this is the result of games basically being simulations of (part of) the universe.
Component oriented programming makes it rather easy to pick a technology, make a component out of it and adding it into your system.
Especially if you use a prebuilt/popular component system like Unity3d you can almost just click and drag technologies together.
It's true that if you need any of your components to perform extraordinarily then you'll have to dive deep and become an expert, or make sure you find an expert to help you.
Ofcourse, if you want to do everything yourself, then you might have to learn everything yourself , and you'll have to master a lot of things. It is true that games programming covers (almost?) every field in computer science. I guess this is the result of games basically being simulations of (part of) the universe.