You just know it has:
>memory leaks
>shitty textures
>low poly models
>horrible performance
>tiny zones
>long load times
Why the frick do people use this shit again?
You just know it has:
>memory leaks
>shitty textures
>low poly models
>horrible performance
>tiny zones
>long load times
Why the frick do people use this shit again?
I prefer source engine games, they're more kino then un*ty engine or unreal engine shit
what a fricking moron
im getting ready to start making a game but dont know what engine to use. no, im not making one from scratch because that is mentally moronic.
>first person
>large open world with a focus on travel
>lots of npcs
>little to no combat focus
what engine would suit the need?
>First game
>Open world
You're never going to make it.
seethe, crab. ill make whatever the frick i want, for my own desire. im not making it for others.
ive heard other devs say you start with the fundamentals first and just build on top of it. for example, by "starting small," just develop a simple map and first person movement system at a very basic level. everything can be built on top of that, no?
im thinking a game like voices of the void, it doesnt seem like a very complicated game. i can code and model already.
Yeah, start small so your mistakes early don't consume you on the long term, finish shit and see where you fricked up
thank you for understanding me. seems like i got heavily misunderstood lol. i understand the limits of a solo dev and all that, i know i will frick up plenty but nothing that cant be fixed with more experience.
Unity
>large open world>doesn't know which engine to use
You are not going to make it anon. Start small
>LE GAME JAM LOL
don't be a homosexual. just make your dream game and you'll learn everything you need naturally.
You could go with either, but you'd probably have to use either the unreal or unity stores to buy tools to support the kind of pipeline you'd need to reliably make whatever you want to make.
How about a 3rd person hack n slash game like Devil may cry 3 with PS2 like graphics? Is godot up to the task or should I go with unreal?
either would be up for that, the hard part with making a DMC-like is programming the combo flow
yeah I get that the programming will be hard but I will give it a go since godot its capable of that. Thanks
unity, don't listen to other anons here. Easy to make a game without looking up a tutorial
unity, it is easy to make a targeting system without gimbal lock
>unity, it is easy to make a targeting system without gimbal lock
I get that unity has lots of online support, but I dont like its graphics and its pay model
>graphics
you get out of it what you put into it
true
>my first game is gonna do EVERYTHING
lol
lmao
>walking in first person and talking to npcs is "EVERYTHING" its such a complicated task bro
god i swear the people i meet on this site are dumbfoundingly moronic sometimes.
If it's so easy why haven't you done it yet
You need a dose of reality not an engine
why are you such a crab in a bucket? an engine is the first step to making literally any game, its such a beginner question to ask but youre acting like im reaching for the moon or something.
see above. i was deciding on the engine.
>youre acting like im reaching for the moon or something.
In the unlikely event you're not baiting, that's exactly what you're doing with trying to make an open world first person game as your very first project.
thats the end goal. why would i make a game im not interested in? and how is it so complicated? genuine question, i thought unity had a lot of built in stuff that makes it fairly straightforward. tons of indie games, no matter how bad, can even do something as simple as first person movement.
>If you want a giant blob of land you can copy paste some prefab npcs around that say "hi" you can make that in 30 minutes.
thats literally the first step, yes. everything can be built on top of that foundation. the other things that make it worth exploring are simply designing nice levels, environments, interesting stories, etc. and NONE of that is tied to knowing how to code or use an engine.
Because you do. You have no clue what you're doing to the point you're asking Ganker to choose an engine for you to try and create something massive dev studios still can't get right.
If you want a giant blob of land you can copy paste some prefab npcs around that say "hi" you can make that in 30 minutes. If you want a world that's actually worth walking around in for more than 30 seconds, good luck.
>If you want a giant blob of land you can copy paste some prefab npcs around that say "hi" you can make that in 30 minutes. If you want a world that's actually worth walking around in for more than 30 seconds, good luck.
You're in luck. I have news for you
I've never seen an aspect ratio this wide. What the actual frick.
>an engine is the first step to making literally any game
actually your first step is a design document
the big issue in your initial plan is open world. If you don't know how to stream level geometry and you're not up for detailing every crevice between locations that actually matter, not to mention all the corners that you won't even see if you're going in a straight line between locations, you do NOT want to start at open world
now, you might get away with something like multiple towns and fast-traveling between them by whatever means, but you do not want to go on foot
he should just do it like Returnal
havent played it, wouldn't know what it's like
I'm doing a small party game for friends, but when I tried UE (first thing that I've tried) guides online were so bad that the progress was very slow, tried Unity and things went much faster.
So I guess if you're moronic Unity is better?
unreal engine. though if you nothing about programming already, get ready to give up dozens of times.
Unreal was built for this. Also with Unreal you
>have working features
>don’t have to pay a subscription
>don’t have to pay royalties
and there’s the new Mass system that was built for large amounts of AI in an open world space
Hold on, unreal has 5% royalties over a revenue threshold, where unity is payment per seat over a revenue threshold.
Unreal’s revenue threshold is a million dollars, which isn’t a benchmark any dev on this board need think about
And unity's is so trivially small it doesn't matter, since they make most of their money through the asset store anyway.
Unity is around $2000 per seat per year after $100,000 in revenue from a Unity project
Unreal is 5% royalties after reaching $1 million
so, i'm not sure if you hit that million threshold and they immediately pull 5% (50,000) or if it's for everything earned after the $1 million.
but yeah, Unreal is "free" in the sense that most solo devs or small dev teams won't hit that threshold any time soon.
Unreal costs way way WAY more than unity
Cope
It’s everything after. And Epic just recently created a publishing program that waives all the royalties for the epic games store, at least for a certain amount of time. So if you’re publishing on the epic games store the only thing you’d pretty much need to worry about is taxes.
>And Epic just recently created a publishing program that waives all the royalties for the epic games store
lol
lmao even
Thanks Tim!
My hope is that my game will become just popular enough that epic will offer a lump sum of money to make it one of their free games
You'd be better off with microsoft gamepass doing that in all honesty.
That sounds too ambitious, if I were you I'd take
's advice and start small.
>open world
Do you know how many models you gotta make?
if it's a legend of zelda style open world? like 5 or 6?
Like OOT?
3 of the best indie games (outer wilds, hollow knight and risk of rain 2) are made in unity so i don't care and you can cope all you like
Those all suck.
Depends entirely on the devs. The guys working on pic related have increased performance by a frickload since the first release. It's not up to factorio levels but it's certainly better than most other automation games performance.
Very unrealistic the way those rockets are mounted on the mechs back it would cause a torquing force that would rotate the mech in circles instead of push him in a straight line
it's like these devs never took a physics course in their life
>Very unrealistic the way those rockets are mounted on the mechs back it would cause a torquing force that would rotate the mech in circles instead of push him in a straight line
>it's like these devs never took a physics course in their life
>blurred fricking everything when the player dares to move one pixel forward
I prefer Godot
Every single thing you wrote is dependent entirely on the developer.
If you wanted to accurately criticize Unity you would say:
Networking stack - deprecated
New! Networking stack - in beta
3D renderer - deprecated
New! 3D renderer - in beta
Probuilder Level Editor tools - buggy
UI system - deprecated
New! UI system - in beta
Input system - deprecated
New! Input system - in beta
Scenegraph - semi-deprecated-ish
New! (DOTS) scenegraph - in prealpha
this is why I stopped using Unity. It used to be rock solid software but it's become a massive fricking mess.
Biggest issue with unity that I've had is that most of the engine features that are released or in beta/alpha are so half baked that I have to write my own version anyway.
At that point I realized I was basically writing my own game engine, so I switched to Monogame.
I feel exactly the same but I'm still sticking with unity because half of the shit I need is on the asset store, that's kind of how they operate. Have shit solutions so they make money from people on the asset store instead.
>New! Networking stack - in beta
There are rumors that the new netcode for gameobjects is going to be deprecated as well.
HOW FRICKING HARD IS IT TO WRAP A UDP SOCKET. THESE INCOMPETENT FRICKS
I found a memory leak in their netcode for gameobjects code, in the fricking hotpath code.
I'm going with fishnet now, but while using the fastbufferwriter/reader code from netcode for gameobjects for my own serialization, because it's ultra fast, while fishnet actually has all the other features you actually want, sans network prioritization for unreliable packets like unreal has. I'm trying to write my own for network transforms, but it's hard to do without introducing jitter or ugly extrapolation.
> Input system - deprecated
Oh you made me laugh, I had trouble developing with that trying to make a mobile game, half of the tutorials I tried were just borked.
What do you use instead
you're meant to use this now
https://docs.unity3d.com/Packages/[email protected]/manual/index.html
Don't use tutorials anymore, just use gpt4 through bing to just write the code and learn through it.
Rewired, it has 10 years of development behind it and is the old input system if Unity kept updating it
nta but i wrote my own using events and scriptable objects as containers/handlers. its easier than the new input system and more robust/performant than the legacy input system.
most people complaining about unity aren't good enough at programming to create their own tools/custom editors. everything about the engine can be manipulated, so you're lazy if you're relying on them (unity) to fix things.
also, as fancy as unreal engine graphics like to present themselves, unreal users cannot take full control of the renderer. using scriptable renderers in unity (urp, hdrp), users can completely change the renderer to suit their needs....but good luck figuring out how that works as a nodev who posts on Ganker all day because there's very little official documentation from unity (that's my biggest gripe, they completely ignore documentation for their prized SRP) but i highly doubt any alleged gamedev from Ganker or /agdg/ (more like /lgbt/ am i right?) has any semblance of understanding of writing their own code, especially those pertaining to rendering.
I thought the new input system was shit, but then I had gpt4 write some input related code and now I think it isn't really that bad. You can copy, save, and load, profiles pretty easily, and access them reflectively too.
Unreal engine is open source, you can actually do anything with it. Unity's code (Also written in cpp by the way), isn't. You are at their mercy, you can't do shit about it.
And if you know anything about unity's graphics pipeline, you'd know that they have never actually settled on how it should fricking work, and deprecate it constantly, and leave developers in the lurch for literal years. On the unity forums there are tons of threads of people who sell assets on the unity asset store who just want unity to confirm, or fix, fricking anything about the scriptable render pipeline because they have thousands of people using their assets and unity provides zero guidance, and releases shit related to it in a broken state. These threads get hundreds of comments.
if you have to have gpt write your code you dont know what you are doing and should just give up.
So you're telling me you know every api, framework, and library in existence, and anyone that doesn't should just stop coding? What do you think coding is? If you haven't used an api before ai is the perfect use case to write something relevant to what you need to introduce you to an api.
>So you're telling me you know every api, framework, and library in existence, and anyone that doesn't should just stop coding? What do you think coding is? If you haven't used an api before ai is the perfect use case to write something relevant to what you need to introduce you to an api.
I read the docs. It only takes me a few days to learn a new language and a few hours for a new lib.
>I read the docs
>Unity
>docs
lmao
>I read the docs. It only takes me a few days to learn a new language and a few hours for a new lib.
And only a few seconds to have an ai put out code in multiple languages, along with the relevant libraries for each language, for your specific use case.
unity has a shitload of docs. I also understand 3d computer graphics in general. What is your problem? You sound like someone who doesnt understand what they are doing and is dependant on a fricking ai to spoonfeed you normie results that are not what you want
okay but what do you learn by doing that? you will be better off in the long run by trying and failing, and then eventually figuring it out compared to just having AI spell it out for you.
what if you need to expand? refractor? if you don't have the understanding, then you won't be able to do much with it.
AI will cause the same problem as the people who enter tutorial hell or rely on purchased assets to solve all of their problems. Sure, yeah, it can be fine if you make a teeny tiny game, but good luck creating anything that has any sort of skill by relying on AI.
nta as I did not use the Unity Docs outside of learning things specific to unity, but he is correct in the process through which you should learn how to code.
if you want instant gratification, then stick to jerking off, because that provides around the same benefit and increase to your skills/ability as a developer as using AI does.
bro just use AI, I'm gonna go to Boeing and use chaptgpt to write the new fly by wire and autopilot scripts. lol why do I need to understand it, chapgpt understands it
>t. the reality of five years from now
In 5 years ai code will be better than 99% of pajeet code boeing curretnly uses.
>okay but what do you learn by doing that?
You learn exactly what you need in order to accomplish your specific task, instead of spending days learning something, only to learn that it can't handle the specific use case you actually needed it to do.
>you will be better off in the long run by trying and failing, and then eventually figuring it out compared to just having AI spell it out for you.
Why? You have zero evidence to back this up. Time is money dude.
If I need a framework or library to handle a specific thing, like localization or compression, or a priority queue or something like htat, I'll ask gpt4 to list some libraries and code examples of how to implement each one.
I look at the examples, and then look at the links to the libraries (I use the bing ai so it gives links to the githubs),
I ask some questions like if the libraries use reflection because I need them to be IL2CPP compliant in Unity, or if they generate garbage. I then pick one and do a double check of the hotpaths in github myself, but then I have gpt4 write the rest of the code with that language in mind, and give my input.
If you don't make use of AI you're just stupid, I don't know what to say. You can be a senior developer with your own personal junior dev slave that replies instantly to you, and it's all fricking free.
>Why? You have zero evidence to back this up. Time is money dude.
remember that recent discovery of the new Fallout Series on TV using AI to make their commercial and they put a car in backwards? Like completely backwards on the highway?
Wow a person would never do something like that.
Face it dude, it's as talented as a person and it's free and also more knowledgeable than anyone. It screws up as much as a junior dev screws up. It's a free resource that you're free to not use, but you're also free to be left behind.
AI isnt free just like the mp3 wasn't free (you are probably too young to remember this). For one, it has to be sourced on billions of pieces of data, which all have to be cleared or else you are stealing. You cannot take a GPL or similar licensed code and use it in a conflicting, non GPL work, even as a "piece" in a AI network because this goes against the license.
>You cannot take a GPL or similar licensed code and use it in a conflicting, non GPL work
Who said I used it? Just rewrite the fricking code. Nintendo simply rewrote the gpl licensed code for the pixel scaling algorithm used in animal crossing new horizons and no one gave a shit.
your chatGPT has my GPL code from my GPL repo trained within it. Everything you do in chat GPT is now influenced to some degree by my GPL code. Now you are making a commercial project that is non GPL using chat GPT. You are breaking my license
Sue me, gay.
won't have to, I'm training an AI that decompiles games and scours them for AI-generated code.
suck it, loser.
>obfuscates you
Lol but seriously ai can't even detect other ai written text. The code it writes is beyond the snippet level, this isn't gpt-2. That being said I always modify the code it writes just because I prefer different formatting, or paradigms sometimes. I'm sorry stallman, the dream is dead.
>training an AI that decompiles games and scours them for AI-generated code
do tell
all i'm getting out of your posts is that you're incompetent and are only capable of making flappy bird clones with your precious AI.
tl;dr - you have all of the help in the world from the genius AI, but at the end of the day you're still a nodev who will at best make AIslop.
i make more money from my shaders sold on the asset store and quarterly earnings from Unity and one other company who I won't name than you'll ever make from your games.
kek are you the Crumble homosexual? You literally followed guides to write those shaders, how the frick are you above using ai. Just leave the thread you're just so sad dude.
my previous job was in computer rendering, so no, i'm not that "crumble homosexual"
no guides, just for fun creations. the shaders and editors i created are very simple compared to what i've done in the past.
i'm sure your mind would be absolutely blown if your AI were to write something, but sadly it cannot.
>you're just so sad
pot. kettle.
anyway, have fun with your AI and have fun being the quintessential example of dunning kruger in action. what will you do when you inevitably run into a problem that AI cannot solve? i'm sure for your little baby games its fine, but what about in the future? or are you fine making shovelware AIslop for life?
>dunning kruger
kek, the dunning kruger effect isn't even real. People that cite dunning kruger are falling for the supposed effect. It's no different than statistical chance, and the curve people associated with it was literally made up and has no source.
When you ask people if they think they did better or worse than the test sample, and they don't know who the test sample are, and they say that they probably did average, then the people who did worse over guessed and the people who did better under guessed.
Dunning kruger isn't real, a doctor doesn't think they are less talented at medicine than someone who didn't go to med school.
what point are you even trying to make moron?
You don't know what you're talking about. Even the psychological theory you cite is wrong.
theory? what theory did I site? you mean four chan dot org? yes this is the site we are on
You cited Dunning Kruger dumbass.
that wasn't me, that was the hacker otherwise known as anonymous.
oh shit, don't let him kno-
woah, this is the power of ai
this is awful and will get you nowhere
Your prompt makes no fricking sense dude. Do you want parallax, do you want just reflections? You weren't fricking clear.
Here is my incredibly simple prompt and the output. If you wanted something more specific you can just tell it to do that, and if you don't know what to make it better, ask for ways to make it better then tell it to do it.
You're such a fricking loser dude, you can't even figure out how to get an ai that can do anything, to do such a simple thing for you.
To get to the point of writing a good prompt you have to know the underlying words in the first place. You do a disservice if you tell people from the get go to use AI, because they don't know complex data structures or concepts and will never ask for it, and will end up with garbage code
>To get to the point of writing a good prompt you have to know the underlying words in the first place
No you fricking don't. You can ask the ai, and it will give you examples.
You don't need to know a library to tell the ai to write code with a library, you can just ask the ai for good libraries for your use case, then just have it write code for each one. It's the same thing.
You're making people sound more npc-brained than the actual ai, like they aren't capable of learning from examples.
>reddit spacing
why are you here
Thank you for outing yourself as a newbie to this site.
Reddit spacing
Looks like this.
It doesn't look.
Like this.
>2004 writing styles are the same as now.
times have changed gramps, your writing style is indicated of reddit by today's standards. If you can't adapt I understand why you need AI to do it for you
By today's standards you have clear liquid inside your skull cavity.
>reddit
>standards
kek
>2008
that was 15 years ago. why do you have posts saved from 15 years ago? I knew a gay who talked about how his phone had no memory for taking new photos because it was full up of all the funny memes he downloads. I just imagine I'm talking to him now, lol
Have you ever written an email in your life or do you not have a job. Double space is pretty normal.
Lol, ok, Brad, keep letting me know about those funny cat pictures. We're all definitely super interested.
Yeah I thought you'd like them.
One more thing, before the weekend I need you all to stay until 6 when we need to rebuild, retest, and redeploy the server before standup on monday.
Thanks,
Brad
Brad, I'm your boss, you moron. Did you forget? We don't promote weird spergs who talk nonstop about their favorite memes, lol
Sorry but I might have stepped over your head a bit. I told Jim about the deadlines. He said it needs to be done by monday.
Since you are the one with the deployment permissions I figured you'd be needed to.
I'll forward you the email.
That's not how this works. I'm not a peon at work like you. I actually have earned respect by being competent and jim doesn't ask dumb requests of me. It's a management thing, you woudln't understand. Jim and I talked about this at his kid's birthday party last week actually. I guess you weren't there (you'd have to have a kid to get invited, lol)
Hi it's Jim,
I've been bcc'd in this thread. We need to talk.
Brad, I'm a security researcher. Do you think I wouldn't notice that you sent this from an email you registered to hotmail?
Office. Now.
not at my job. we use microsoft teams!
>Unreal engine is open source, you can actually do anything with it. Unity's code (Also written in cpp by the way), isn't. You are at their mercy, you can't do shit about it.
>Is Unreal Engine fully open source?
>Unreal Engine 4 is not considered open-source software in the traditional sense. While Epic Games, the creator of Unreal Engine, provides access to the engine's source code, it is still governed by a specific licensing model known as the Unreal Engine End User License Agreement (EULA).
Anon the code for unreal engine 5 open sourced on github:
https://docs.unrealengine.com/5.2/en-US/downloading-unreal-engine-source-code/
I never claimed it was free and open source, but it's fricking open source. Unity isn't, you are locked into their shitty internals, and it's very easy to grind up against them, and even uncover shit working incorrectly, like just recently the scriptable render pipeline had a huge issue with multiple cameras, where more than 1 camera would send framerates into the single digits if you used the pipeline, which they only just recently fixed.
its not open source in the traditional sense. There is a very very restrictive license.
>And if you know anything about unity's graphics pipeline
i know enough about it to have rewritten it from the ground up. they can't decide on shit, but the cool thing about knowing what i'm doing is that i don't have to wait around twiddling my thumbs for unity to fix it.
also
>needed chatgpt to teach you how to use something so asinine as their drag n drop input system
jfc... i'd actually use their new input because it's easy, but i created my input handler (which is similar to it) a year before they released it.
Where did "drag and drop input system" come from?
I had it create code to make dynamic bindings for use in a mod api.
>but i created my input handler (which is similar to it) a year before they released it.
Wow dude, whoa, I'm sure your input system is very reliable and handles everything unity's does.
it actually does because I helped create their new input system.
I wanted to learn vfx in unity. I abandoned this idea when I learnt that it has 2 vfx systems and both are incomplete and are missing features from another. Like vfx graph doesn't have collisions, but old particle system has, and old system struggles with shaders and bigger number of particles, but the new one doesn't. What a fricking mess. I decided to learn unreal's niagara and I'm having a blast.
video games even on ps4 / PS5 dont really rely on collisions
sex chicken
>memory leaks
Kek, that's unreal engine, not unity.
unreal engine was alright till version 3, but when 4 came out, shit went downhill (performance-wise) with the speed of light
this
>tiny zones
I didn't experience that in subnautica, that game was completely seamless.
it did have shit performance and was super buggy when I played it at least. Like, looking in certain directions would cause frame drops, even when you were inside your base, so obviously there wasn't any kind of culling going on.
And the water texture sure is terrible for a game about exploring the ocean.
The issue with the game is because it was built around terraforming as an option, which you used to be able to do, however they cut it from the game. They could bake the meshes and colliders if they wanted to, but instead they kept the voxel terrain in entirely, so what you're loading and generating is all this voxel terrain derived from voxel modification data, instead of just loading terrain meshes.
The game in general is really scuffed. To this day half of the vehicles have 40% faster movement when moving diagonally. They literally never thought to normalize your input vector.
Unity and Unreal are blights on video games. Encourages lazy developers and the creation of bad, cookie cutter games that all play and look the same.
Old PC games with software rendering have so much more SOUL, and don't require a GPU to run. Ideally, more developers would program games in pure C, and would rely only on modern CPUs to render graphics. Ensuring that code is leaner and more portable.
>disliking Unity/Unreal
reasonable
>hating GPUs
moronic.
In order to rasterize large scenes at high resolution you need massive parallel processing, because CPU performance began to plateau around 2005 due to quantum physics.
GPUs are expensive, and were only useful for a time to push 3D graphics. They require complex APIs and code to get it working right. But now that modern CPUs are orders of mangitude more fast, we can render games with visuals that most people would find very acceptable, at high framerates and higher resolutions without the need for GPUs at all. Old PC games only utilize a single core, yet I can play games like Quake and Half-Life with ease on my Ryzen. Imagine if a modern software renderer was optimized to use multiple cores.
okay, so what you hate is vendor lockout, not GPUs.
Every reasonable developer hates the vendor lockout between AMD/Intel/Nvidia.
But the GPU itself is a very useful piece of hardware that does a lot more than just 3D transformation and rasterization.
CPU clockspeed may be faster than GPUs, but GPUs are still better for 3d rendering because they have a zillion cores and it takes the load off the CPU to do other things. They're also optimised for vector math at the hardware level so they're faster than raw clockspeed indicates, and you'd be compromising other areas of speed on the CPU if you tried to make an all-in-one.
Don't even bother, he's a moronic boomer who has 0 knowledge about computers.
>but GPUs are still better for 3d rendering because they have a zillion cores and it takes the load off the CPU to do other things
Ahhh i guess this is why Renderman XPU still cant do things that Renderman RIS can and same with Houdini Karma XPU
If you remove the existence of easier to use engines you get less games. Simple as.
Good. We need less quantity and more quality.
You would get less quantity and less quality
Assuming that were true, that still wouldn't be a bad thing. My gaming backlog is so large it would take a lifetime to finish it all. The market is so oversaturated it would make the 2600 blush.
>Ideally, more developers would program games in pure C
>BRO JUST REINVENT THE WHEEL EVERY TIME
This is bait, right? Please be bait, don't tell me I share a board with people this fricking stupid. This is like saying you can only prepare a good steak if you raise the cow from birth and butcher it yourself.
>he actually buys his steaks from a supermarket and thinks they're good
there are different types of steaks - prime, choice, select
No, I fricking don't. You get them from a butcher or you don't. Supermarket steak usually turns out like grilled leather, it is not a cheaper but slightly worse alternative to quality steak, it is plain inedible. Really no point in bothering with it and you're better off with any cheaper kind of meat, anything really.
>Ideally, more developers would program games in pure C
you have never programmed in c have you? you probably watch terry davis and think you know everything about programming.
Do you also recommend we swear shit on a stone to make "art" rather than use a pencil and paper?
>recommend we swear shit on a stone
can we PLEASE create a containment board for the ESLs?
This is the mindset of someone new. You want to learn and feel accomplished, and school has taught you that using a library is cheating. Once you use libraries and better languages and realize you can accomplish things 5x-10x as fast you lose that mindset
>tiny zones
If you're making a singleplayer game then making a game with a floating origin is easy. If you're doing multiplayer then obviously there are floating point limits, but unreal has these same problems.
it has SOUL
Whats with the anti-unity spam? Your Unreal engine 5 literally runs at 720p 30fps on 12 TERAFLOPS
UE is worse, true.
But Unity is collapsing in on itself.
This is why people are desperate for Godot to be good. (unfortunately, it simply isn't)
Anyway, now it's time for me to shill
https://www.raylib.com/
and
https://odin-lang.org/
The only future alternatives to Unreal are O3D and Bevy when they’re mature enough
Unity is super accesable so any idiot can make a game with it, which leads to a lot of bad games with TERRIBLE optimisation, gameplay and graphics using the engine. A lot of morons think all of that is caused by the engine itself, instead of inexperienced/incompetent devs. Of course the engine has genuine issues but most of what people complain about isn't actually Unity's fault.
Better than ue5
>horrible performance
Better than ue4/5
> Why the frick do people use this shit again?
It runs good on potato hardware like phones and modern mid range GPUs
i hope enough games fail due to bad optimization to make developers stay away from ue5.
It's fine for small games but the ones using it for bigger projects are braindead
Skill issue. Hearthstone was all unity.
Like I said, small games.
Hearthstone is a big game.
It's a small game with big income, don't get it twisted.
you have to create all the assets for all of the cards and manage them. It is a big game. Stop now, you are embarrassing yourself.
They're fricking PNG files. You could run the same game with zero performance issues or changes on Unreal 2.
You have to create the art and animations and balance the decks and keep releasing new cards you freaking moron. I literally grew up on pong
Free == big.
Unity games have made billions and billions of dollars.
On mobile on pc though eeeeeehhhh I dunno
Dude just stop. 90% of the games you play are unity and you don't even realize it.
90% of games are garbage. There's probably a nearly 1:1 overlap with garbage and unity engine games.
90% of anything can be considered garbage you stupid motherfricker. https://en.wikipedia.org/wiki/Sturgeon%27s_law
Daggerfall runs on Unity these days
Small projects like:
Cities skylines
Rust
Escape from tarkov
The Forest
GTFO
Genshin Impact
Come the frick on dude
I said the ones that use it for bigger projects are braindead, not that it's impossible, just that it's bad for it, haveyou seen last epoch? games a mess
>genshin
mobile game
>Cities skylines
Ok
>Rust
Dead
>The Forest
>GTFO
Literal whos
>Escape from tarkov
Infinite beta
>Rust
>Dead
Just frick off dude.
Aren't most of those unity, at least the first two are.
>most of the games there are made in unity
lmao
Genshin is unity? That one surprised me. Outer wilds and Pathologic 2 are unity
Anyone try wicked engine? Is it good?
leaks
as a user i never noticed this
textures
pretty sure the textures are made outside of unity
>>low poly models
pretty sure the models are also made outside of unity
performance
fair
>>tiny zones
never noticed this
>>long load times
never noticed this
unity is more than enough
if there is a problem its most likely the dev fault
unity is just so easy it allows shitty devs to make shitty games
Worst part is it's going to start using AIslop
Sad.
Thank GOD Unreal Engine isn't touching that crap with a 10-foot pole
Anon all programmers use ai in part to write their code now.
this isn't true at all
90%+ do:
https://venturebeat.com/ai/92-us-based-developers-already-using-ai-powered-coding-tools-at-work
its a gimmick
back then everyone was trying it but there is more to coding than that
I work at one of the big 3 tech companies and AI-driven autocomplete is built into our coding environments.
That said, it mostly suggests nonsense, but occasionally it saves me a few seconds by actually predicting the correct thing.
so...things that are built into jetbrains rider and visual studio? lol.
Not op, but yeah those are currently not great, but I'm excited for codepilot x which would be gpt4 but it has the actual context of what you're trying to do.
I don't use AI, therefore you're wrong
Shit "programmers" maybe
Do you have an inferiority complex to AI or something?
yeah, i dont want my GPL public github code scraped and then turned into non GPL projects by moronic channers like you
>inferiority complex
Don't make me laugh
AI, at most, could poop out shitty snippets that you'll need to edit anyway
Thank god lawyers and judges are cracking down on AIslop
Just treating this like it isn't bait, you might have had your head under the sand for a while and should check back on ai dude. Gpt4 is better than most professional devs now, it's solidly junior level.
post your work.
>Gpt4 is better than most professional devs now, it's solidly junior level
[citation needed]
>better than most professional devs
>its solidly intern level
what did he mean by this?
probably a bot post
>he lacks information
Hey OP
You forgot the part that it is piss easy to mod so no one fricking cares about your butthurt over no one using unreal engine
legal moron, the engine is as good as the people who use it
Hi there
I run like absolute shit even with minimum settings. I crash constantly if a city map is loaded. I take 5+ minutes to load a map even if you have an SSD. The enemy units take 30+ seconds to work out what they are going to do. And best of all, if you play me for more than two hours, I am 100% guaranteed to chug a glass of bleach and die!
That's completely up to the frickup of a dev studio.
They literally didn't even create LoD scaled models... in a top-view strategy game.
>its nocode morons talk about engines
>again
>most big successful games, including mobile, are on unity
>most dogshit moviegame aaa slopfests are on unreal
Hmmm...
i'm fine with unity since every TWEWY game except the DS one used it
At this point UE pisses me off way moreto the point where I actually welcome it when a game uses Unity. But at the end of the day there's no winning anyway and it's either the plague or cholera, as if most devs even use anything else lol.
>indie strategy game
>uh looks neat what's the gameplay like
>another Unity game with shitty lighting
Literally skill issue
But Genshin is none of that
Just because it's so accessible that there are so many morons using it like an idiot, doesn't mean it's a shit engine
In all seriousness, you luddites need to an hero asap.
chatgpt is a toy until big corps pour their codebases into it and that might never reach public.
>tiny zones
I have to learn Unity for a job, kinda.
But man this thing interface is complex as frick. I made a terrain and a cube so far. Got filtered by adding textures
brackeys or code monkey on youtube will cover the basics into intermediate.
Pillars 2 is such a technical shitshow holy frick
If you use GPT you will never advance past 2019-2020 and if GPT updates itself with more recent data it will plateau once again as now noone is contributing to public repos and free lessons as before since they have been gutted by AI. Its truly over for you bros. You are stuck in 2019-2020, literally
>use gpt because you are too lazy to code
>dont want to use gpt because you are too lazy to prompt
>I am moronic and do not know how AI works
ok
>as now noone is contributing to public repos
Actually delusional, take your meds
genshin impact uses unity and is one of the most successful video games of all time. doesn't have memory leak issues or etc and certainly doesn't have small zones. has gaming's densest and one of largest maps at this time
ugh guys just use the AI, it'll make ur game better...just...all the good devs are using it, dont you want to be a good dev?
like, it's simple...it's free. c'mon, guys, AI is the future. aren't you like, a futuristic techno nerd or something who makes games? so, why not use AI? it's just so cool, you just ask it a question....then BAM!!! good, usable code.
you're a nonce if you don't use it, like literally...who wants to LEARN things? disgusting! AI thinks for me, and guess what? it's cool because it's almost like i'm actually writing my own code because i make minor changes to the formatting. i'm practically a real coder just like you guys.
and, you think that AI writes bad code? it's pretty much a senior level dev in your pocket...you can pretty much write anything that a junior dev can write by having AI
pic rel is a photo that my mom took of me making my game. do you see how happy i look? show me one legitimate, non-AI dev who's that happy and I'll renounce my reliance on AI.
Unironically if you think AI is and always will be useless you are an idiot
the guy is literally making a pro-AI post. why don't you read it, or are you waiting for AI to decipher it for you?
Maybe I wasn't shitting on him? I was just making a statement
not sure. brb while I feed these posts into AI so it can tell me what you meant.
what did it say?
not sure yet, i think i keep feeding it incorrect prompts, so I'm using another AI model to teach me how to write better prompts for chatGPT.
Why did they pick C# as the scripting language?
Java syntax without all the Java bloat
ezpz and just werks. i like c++ better but c# is fine for what unity offers.
What do people use instead?
>Unrea-
>Godo-
nah not touching those
Write your own ai engine. If anyone asks for your sources just hallucinate.
lurker here let me just say everyone posting in this thread is weird as frick
You are on Ganker you are weird as frick
Pathfinder WOTR is on Unity and I enjoyed it a lot. It also makes the game easily moddable, big plus
Everything here is the fault of the dev. Unity has issues, but very few of these are the fault of the engine.
The person who posted this is an actual moron.
Like, not even the word "moron" in a meaningless and generically insulting sense.
I mean this moron is so moronic he's slacked jaw is constantly slipping out of his tard helmet and dripping with so much drool he needs a constant moron wrangler to keep his moronicness under control.
I guess to be fair they could have more features just kind of generically available like Unreal has. World streaming is something that's not built into Unity which can cause longer load times if the programmer didn't roll one on their own.
I just don't like the lighting.