>tfw you're using Unreal Engine 5 as an alternative to rendering in Blender while you wait for next gen GPUs to come out so you can finally replace your 6-year old GTX 1060 with something that doesn't struggle to keep up with a turtle
Because if you want to ship a product in reasonable timeline, or ship it at all, you use a solution that optimizes time and provides you with tools to actually make games, and don't reinvent the fricking wheel.
Also "I'm making my own engine because muh bloat" is the most stupid thing I ever heard. There are only few cases where it really worked out, for example Starsector that was done by industrial engineer in Java because it's something he knew it good. But you are lying to yourself if you think you are better than him. It also took him several years, and it runs on Java 7 in 2022.
Both Unity and Unreal can into non-Euclidian bullshit geometry, even Source could pull that out with Portal in 2008.
Also it's not even that, it looks like a lot of graphical effects for traveling between different locations
Game operates at 4D level, every polygon have 4 coordinates, every vector is 4D vector, rotations are 4D rotations, etc. Only during rendering it renders 3D slice of 4D world and then projects 3D slice into 2D screen. I think he wrote article at SIGGRAPH about 4D physics.
>reinvent the fricking wheel
Whenever anyone says, "Use an existing engine, don't reinvent the wheel," you know they don't know what they're talking about because wheels go on the bottom of the car. The engine doesn't even go there, it goes in the front under the hood.
HOWEVER, thinking using a commercial generic game engine like Unity prevents you from reinventing the wheel is fundamentally wrong. Anyone who has ever tried to use any of these for real projects will tell you the same thing: You end up needing to ship of theseus-ing the entire fricking thing before long. Unreal has this much less severely, but it's still a problem, and the more flexible the engine the worse it is.
On top of that, the generic engines are much more complex and difficult to work with that something you can roll out yourself in a few months for your specific small-scale game if you need to. Rolling your own is not "rolling your own Unreal" it's rolling your own highly customized, highly specific, and far simpler game engine. This has the added benefit of capping the complexity of required assets by how complex you can reasonably make the engine.
The market for commercial generic game engines is based upon two premises:
1) Recruitment is easier and faster with standardized tooling (something you can get quite a lot of through standard asset tools anyway), and 2) You don't have good enough programmers to roll your own in a reasonable time frame. That's about it, but these two reasons alone cover a lot of the dev market and justify their existence.
This
https://old.reddit.com/r/godot/comments/vw0rzk/left_or_right_should_my_fast_travel_gates_have_a/
https://old.reddit.com/r/godot/comments/vvzf25/im_working_on_a_procedural_3d_map_engine_using/
I do this but I want to get into 3d. I have no idea how. I tried following opengl etc. tuts in the past and yea I get it there's now a 3d cube but how the frick do I get to a 3d world with a player camera movement and collision in 3d? I swear 3d is 100x more complex than 2d. Engines basically skip this HUGE difficulty curve
Most homosexuals here lack the discipline to ever have worked with one of these for a long period of time.
Realize that GameDev is a serious endeavour, getting a webshitter job is
1000x easier and yet most people on this board don't even have the latter.
Now on to the topic at hand, let me tell you why Unreal is superior and why I'm qualified to say so.
- 100% free and open source; you only pay a commission once you make more than a mil
This may not seem like a big deal but this ties up Unreal's success with yours.
Now they can focus on building the best game engine possible that allows devs like you and me to shit out a AAA game (given we possess the will and the discipline).
In Unity, all you will find is a leeching ecosystem. Pay for framework, pay for assets, pay for other licenses. Bugs don't get fixed because frick you. Assets don't integrate well because frick you.
Some moron can still sue you for licensing because FRICK YOU.
Unity takes your shekels in the here and now, it doesn't give a shit whether you build something worth a shit or not.
This ends up creating an ecosystem where you have a bunch of dilettantes and dabblers trying their hands at Indie Game Dev and an army of bottom feeding bandits trying to fleece the former at every turn possible.
I made a tiny game in Unity. I did all the needed assets, and yet Unity somehow turns it to shit. Not to mention the fricking loading times when you open and close the project. I simply want to make 8-bit and 16-bit games. Are there any alternatives? Unreal is not suited for 2D games.
>you’re shooting yourself in the foot by not working through a text interface. it is many times faster.
it's not
graphical tools are almost neccessary for game development
no they're not.
why would you think that?
maybe if your an artist and got a smol brain.
visual code really is quite weak, not portable, can't be read with a text editor, requires you to boot up the engine, doesn't scale well at all, can't be statically verified, millions of other reasons
>why would you think that?
Because I actually develop games instead of fantasize about it
Games are visual mediums
You want level editors, effect editors, animation editors
Not talking about "visual code"
well depends what you're making. you certainly don't want to use those for something like minecraft or connect4.
blender is an infinitely more powerful tool for animation and mesh editing.
effects are better done through shaders, yaml / json / ini data files & programmatically. you can always copy pasta some imgui editor of github, personally i only ever use that for debugging values
>effects are better done through shaders
that statement doesn't make any sense. Shaders render effects, but effects aren't defined by shaders. Particle effect editors are very helpful. You can name exceptions where you don't need graphical tools, but most games benefit from them greatly. You could define your levels in text files if you want to but that's not a good way of doing things
[...] >you’re shooting yourself in the foot by not working through a text interface. it is many times faster.
it's not
graphical tools are almost neccessary for game development
for stuff like materials, you're better off with using json / yaml files. or creating them programmatically
This. If you want to learn, this is the way to go. No licencing, no accounts, no marketing shit. If you want something you just make it yourself and be better off for doing it yourself
>tfw you're using Unreal Engine 5 as an alternative to rendering in Blender while you wait for next gen GPUs to come out so you can finally replace your 6-year old GTX 1060 with something that doesn't struggle to keep up with a turtle
I wouldn’t know anything about this. I’m just a programmer.
That said, programming in Unity is 100x more fun than in UE’s Frankenstein C++
SpriteKit and SceneKit, because I'm an applel gay. I jus t like swift, and I don't care about anyone not using apple platforms.
Monogame cause I like C#
>clinging on to XNA's legacy bloat
Why not just use raylib-cs like the rest of us?
Be a real Man, just link to SDL.
Avoid unity. The CEO bought a malware company.
So what? Why should we care?
>Unity or Unreal
No, O3DE
Does Unreal Engine 5 have built-in light theme, or you still have to frick with sources and recompile it yourself like in UE4?
source 2 (when its released in 2084)
They are both spyware and bloat
use Godot
thread
>use inferior product because its free bro
kys
>why yes I use the 100% of features of unreal at the same time
t. utterly deranged
oh yeah who needs to import fbx right ? fricking kys
Because if you want to ship a product in reasonable timeline, or ship it at all, you use a solution that optimizes time and provides you with tools to actually make games, and don't reinvent the fricking wheel.
Also "I'm making my own engine because muh bloat" is the most stupid thing I ever heard. There are only few cases where it really worked out, for example Starsector that was done by industrial engineer in Java because it's something he knew it good. But you are lying to yourself if you think you are better than him. It also took him several years, and it runs on Java 7 in 2022.
What if you're making 4D game tho
That's still a 3D game
Game operates at 4D level, every polygon have 4 coordinates, every vector is 4D vector, rotations are 4D rotations, etc. Only during rendering it renders 3D slice of 4D world and then projects 3D slice into 2D screen. I think he wrote article at SIGGRAPH about 4D physics.
Both Unity and Unreal can into non-Euclidian bullshit geometry, even Source could pull that out with Portal in 2008.
Also it's not even that, it looks like a lot of graphical effects for traveling between different locations
>tfw can't model a tesseract in blender
hello yanderedev, how u doin?
>reinvent the fricking wheel
Whenever anyone says, "Use an existing engine, don't reinvent the wheel," you know they don't know what they're talking about because wheels go on the bottom of the car. The engine doesn't even go there, it goes in the front under the hood.
>Gears are typically wheels with teeth or cogs
The bloat argument is indeed stupid.
HOWEVER, thinking using a commercial generic game engine like Unity prevents you from reinventing the wheel is fundamentally wrong. Anyone who has ever tried to use any of these for real projects will tell you the same thing: You end up needing to ship of theseus-ing the entire fricking thing before long. Unreal has this much less severely, but it's still a problem, and the more flexible the engine the worse it is.
On top of that, the generic engines are much more complex and difficult to work with that something you can roll out yourself in a few months for your specific small-scale game if you need to. Rolling your own is not "rolling your own Unreal" it's rolling your own highly customized, highly specific, and far simpler game engine. This has the added benefit of capping the complexity of required assets by how complex you can reasonably make the engine.
The market for commercial generic game engines is based upon two premises:
1) Recruitment is easier and faster with standardized tooling (something you can get quite a lot of through standard asset tools anyway), and 2) You don't have good enough programmers to roll your own in a reasonable time frame. That's about it, but these two reasons alone cover a lot of the dev market and justify their existence.
not until they implement custom resources to work the same as built-in
This
https://old.reddit.com/r/godot/comments/vw0rzk/left_or_right_should_my_fast_travel_gates_have_a/
https://old.reddit.com/r/godot/comments/vvzf25/im_working_on_a_procedural_3d_map_engine_using/
>Two choices:
>CCP or Mossad
Epic is owned by Tim Sweeney, he owns a majority of the company and controls it like a tyrant
I hate Unity so much it's Unreal
lel
I build my own engines, I work mostly with pixel art.
I do this but I want to get into 3d. I have no idea how. I tried following opengl etc. tuts in the past and yea I get it there's now a 3d cube but how the frick do I get to a 3d world with a player camera movement and collision in 3d? I swear 3d is 100x more complex than 2d. Engines basically skip this HUGE difficulty curve
There is a steeper learning curve to Unreal but in the end it is overall better than Unity. GameDev.tv's udemy courses are the best btw.
Ghost of a Tale 2 will be on Unreal Engine instead of Unity.
Unity, hands down.
Most homosexuals here lack the discipline to ever have worked with one of these for a long period of time.
Realize that GameDev is a serious endeavour, getting a webshitter job is
1000x easier and yet most people on this board don't even have the latter.
Now on to the topic at hand, let me tell you why Unreal is superior and why I'm qualified to say so.
- 100% free and open source; you only pay a commission once you make more than a mil
This may not seem like a big deal but this ties up Unreal's success with yours.
Now they can focus on building the best game engine possible that allows devs like you and me to shit out a AAA game (given we possess the will and the discipline).
In Unity, all you will find is a leeching ecosystem. Pay for framework, pay for assets, pay for other licenses. Bugs don't get fixed because frick you. Assets don't integrate well because frick you.
Some moron can still sue you for licensing because FRICK YOU.
Unity takes your shekels in the here and now, it doesn't give a shit whether you build something worth a shit or not.
This ends up creating an ecosystem where you have a bunch of dilettantes and dabblers trying their hands at Indie Game Dev and an army of bottom feeding bandits trying to fleece the former at every turn possible.
>pay for assets
>he doesn't build and maintains a network of 3rd world artists to order any amount of models and textures of any complexity for cheap
Not gonna make it.
godot!!
I made a tiny game in Unity. I did all the needed assets, and yet Unity somehow turns it to shit. Not to mention the fricking loading times when you open and close the project. I simply want to make 8-bit and 16-bit games. Are there any alternatives? Unreal is not suited for 2D games.
Monogame?
>you’re shooting yourself in the foot by not working through a text interface. it is many times faster.
it's not
graphical tools are almost neccessary for game development
no they're not.
why would you think that?
maybe if your an artist and got a smol brain.
visual code really is quite weak, not portable, can't be read with a text editor, requires you to boot up the engine, doesn't scale well at all, can't be statically verified, millions of other reasons
>why would you think that?
Because I actually develop games instead of fantasize about it
Games are visual mediums
You want level editors, effect editors, animation editors
Not talking about "visual code"
well depends what you're making. you certainly don't want to use those for something like minecraft or connect4.
blender is an infinitely more powerful tool for animation and mesh editing.
effects are better done through shaders, yaml / json / ini data files & programmatically. you can always copy pasta some imgui editor of github, personally i only ever use that for debugging values
>effects are better done through shaders
that statement doesn't make any sense. Shaders render effects, but effects aren't defined by shaders. Particle effect editors are very helpful. You can name exceptions where you don't need graphical tools, but most games benefit from them greatly. You could define your levels in text files if you want to but that's not a good way of doing things
>Because I actually develop games instead of fantasize about it
Have you actually publicly realized anything tho?
released? yes
for stuff like materials, you're better off with using json / yaml files. or creating them programmatically
None, I grind in C++, SDL2, OpenGL and OpenAL.
This. If you want to learn, this is the way to go. No licencing, no accounts, no marketing shit. If you want something you just make it yourself and be better off for doing it yourself
let's see your mod/game then
oh yea. another thing. its waay more portable. can build to freebsd or run inside other games
no i aint gonna post around other devs, your gonna steal my ideas
jMonkeyEngine broskis ww@?
Unity because Unreal is Epic Games trash.
I use my own engine most of the time anyway.
>Do you prefer Unity or Unreal? Why?
Yes. Plenty of job postings for either.