After Unity pulled this shit, I am seriously thinking of making my own small comfy game engine.
It'll use only the things I need and would not be hindered by licenses, bad business decisions, royalties or a CEO saying some stupid shit.
What tech should I use? I mostly care about Windows and Android publishing for starters.
Consoles like Switch or PS4 would be good to have too, but that's probably a completely different beast.
I want mostly 2D graphics stuff, sprites, tiles, primitives, textured polys, the works.
Some basic 3D rendering (maybe basic primitives and lights or simple model loading in an ortho projection).
Shader support either glsl or hlsl I am fine with it. Would have to be able to apply it on sprites, models, surfaces and camera view for post processing.
Physics both for 2D and 3D.
Some skeletal animation system. I am currently using Spine but might want to break out that system too.
Not sure about Networking yet, Unity was kinda shit at it too.
A basic UI for the Editor part, maybe ImGUI, something with dockable panels or something custom.
C++ should be okay if I use something like SDL2 or Raylib.
C# would be easy with MonoGame or OpenTK, but seems it'd be a pain in the ass to do Android export with Xamarin, supporting anything other than Windows seems like a chore in C#/.NET.
Electron or NW.js with a library like Photon or Pixi.js seem so easy, but I feel the performance will be really suffering.
How would you do it?
Tip Your Landlord Shirt $21.68 |
whats israelitenity do
Laid off 200 employees and their ceo added 22m$ to his yearly salary after that, also they are now partnering with a company that used to make malware
>malware
~~*ironsource*~~
EVERY. FRICKING. TIME.
>Unity got venture capital'ed
kek. well, huge market opportunity for someone out there. you'll never compete with the big dog Unreal, but plenty of need for an indie midrange
SDL2 should do pretty much all that if you write some boiler plate to give the programmer a nicer interface to it, and make use of it's libraries (SDL2-TTF, SDL2-IMG, etc)
but also, what did unity do
The answer is literally above your reply
i was still typing while they posted it, saw it as soon as the thread updated when i hit post lol
He displayed his israeliteness
https://www.pcgamer.com/unity-ceo-sparks-fury-by-saying-developers-who-dont-consider-monetization-are-fing-idiots/
and Unity assimilated a malware-creating company
https://www.pcgamer.com/unity-is-merging-with-a-company-who-made-a-malware-installer/
I can't believe this shit was cancelled too
>SDL2
You have no idea what goes into a game engine do you
To start a game with SDL2 you need to actually know how to code. That's not the case for most unitygays.
What's Ganker's consensus over Defold?
it's a'ight
just use godot or unreal making a game engine will be super hard to do
This. I'm working indie on a Unity game, with plans of making more in the future even if it flops (it's a casual for mobile, so I'm expecting it to flop), but this new Unity intel is making me consider Godot (which I know nothing about) for next projects. Making an engine is years of work and you'll never make something as polished as Unity or Unreal; even if you did, good luck seizing some customers. Just move to a FOSS engine and contribute there if you can.
You don't want to work on 3d Godot game and have the 3d models you worked on turn to pink blobs after a year/s dude. Never mind the fact it can't even import fbx models it's just a mess.
Those 3d Godot demos you see are low poly but with high quality materials.
It's true though, no rendering engine can match unity or unreal. As far as rendering...
But I don't know why everyone dismisses unreal. There are tricks to make it fit in the phone. PUBG was made in unreal.
Monogames is the least difficult
Next comes ogre3d+physics
Then comes sdl plus abandon all hope ye who enter here
They're all pretty fricking hard though
>creates a film portal on their website
>buys Weta Digital for over $1.6 billion, a company owned by the director of Lord of the Rings which makes CGI technology for movies
>buys Ziva Dynamics, a company that specializes in digital human and animal simulation software for movies
>later releases a CGI short movie rendered in real-time called Enemies: https://www.youtube.com/watch?v=eXYUNrgqWUU
It looks to me like Unity could be shifting their focus from primarily being a game engine to primarily being a movie engine.
Enemies is not even as realistic as Unreal could be.
Unity is just trying to be Unreal.
This.
Meanwhile they made this run real time on a literal potato (the Series S) while looking better than that thing.
It's no great achievement to push a couple high poly models, rigs and complex shaders at a graphics card to make something pretty - the actual work comes in to make it run interactively, with fully dynamic lighting, LoD and stuff - that is the job of an actual game engine, like Unreal.
I've read with these previous Unity demos, they used a fork of the engine, and rebuilt the entire rendering pipeline from scratch, so it didn't resemble anything that comes with the engine out of the box in any way.
Awesome pic. What's it from?
Was it made by Unreal?
They've come far.
Well if you're gonna sell out, it's not a bad time or sum to do it.
Thinking about it and that's all you'll ever do
>making my own small comfy game engine
It's been years and still no 4.0.
What about Stride?
You can pack JS apps into electron on windows, or just let them run in browser. On android you can lift the game code into a componentDidMount() and put it into react native (also hits iOS)
My 'engine' is under MIT license, and is effectively just an API control file for the HTML5 canvas. It is only designed to be used in 2D, but you can do all kinds of things in it.
Heres the code:
https://github.com/Packmanager9/Ditzbitz_Engine
And some examples:
https://ditzbitz.com/
https://pricklypeargames.itch.io/
hey i remember playing this with you and some other person months ago
I post it sometimes, but not often because I'd have to actually sit and wait for someone to fight me
I'm starting an engine that will more or less be a c++ playground with a level editor, built in components like physics and collision detection, and some high level abstractions with a poorly thought out ECS being the center.
If you are going to make 3d use unreal.If you want to do 2d use godot. But If you want to shitpost and talk about your "game"make your own engine
>creating own engine
>wants to target android
I'm laughing.
What's the difference in workflow between an engine and a framework
that fricking pic, delet that shit immediately
You smell like my wife.
Riccitiello is the CEO and he's a fricking moron
>Can't talk
https://www.pcgamer.com/unity-ceo-sparks-fury-by-saying-developers-who-dont-consider-monetization-are-fing-idiots/
>Can't write
https://www.twitter.com/johnriccitiello/status/1548326529217679365
This is a few word choices away from being a Drumpf press release.
Nothing that cannot be fixed by supporting abortion. It’s about priorities!
You're wasting your time and will quit with nothing to show for it
You cannot make your own engine on par with Unity
You can make your own engine if you stick to something simple like 2D and don't try to be multi-platform