my friend really likes unity and reccomends that and c#, but several people i've met have said that unreal and c++ are the way to go.
one person said that unity is for 2d but for 3d you should really do unreal.
What do you think is better? why? and how do i self teach such a thing? going to a school to learn it is kind of a kerfuffle do to some issues i don't want to get into.
right now probably unreal due to unity's absolutely moronic fee schedule
or just use godot and not have to worry about proprietary red tape
If i want make some simple 2d game for programming projects i would just use sdl2 or raylib, if I want to make an actual game i think I'll use Godot but if I seriously want to create a market ready game i will probably use unreal
Whichever one gets your product done faster
how am i supposed to know which one gets my product done faster.
i have to pick a programming language and an engine. which one do i pick as the first one that i learn.
Use the one a similar, popular, well designed and executed game uses
Fricking moron
Pick Defold. It uses Lua which is one of the simplest languages to learn. A lot of FOSS games or game mods use Lua, so there's plenty of examples of the language. Defold has a decent enough documentation too.
It's also completely free, no strings attached.
>solo indie game?
Unity
>trying to get a job at big studio?
Unreal, 3D graphics APIs + your own engine
>love wasting time?
godot
Why did everyone go to Godot when Stride exists?
Keynesian beauty contest
Deficit spending with technical debt?
people aren't merely going to use the best engine, they also need an engine that they imagine everyone else is going to use, and the majority of programmers are thinking that way, so then you have to think "what is the engine that everyone else is going to think everyone else is going to use" ad infinitum.
also look up Schelling point.
All because some shrieking dick chopping FOSStards made a bunch of noise before Unity's latest debacle.
you are not smart
Because godot is better for beginners since it can do almost everything a beginner wants without code or an obtuse UI. Unreal is the only worthwhile advanced engine and any major developer is going to use their own proprietary engine
Unreal weakness is 3d phone games. Unreal is pretty heavy and phone games need to be less than 1 gb
I don't know how pubg pulled that one off. Well it downloads extra content after you download so there's that too.
Unreal is actually amazing for mobile, extremely efficient and storage hasn't mattered for a decade
>any major developer is going to use their own proprietary engine
Huh? They're switching to UE en masse. We're almost back at UE3 levels when it comes to popularity of UE in big games.
Palworld doesn't count
CDPR switching to UE
4A making next Metro game in UE
Both had pretty decent engines
I think only the biggest boys are still sticking to their homemade engines (EA, Ubisoft)
Really? They already have their own engine though.
And it sucked butt.
visit /gedg/ or /agdg/
If i was given the choice between C++ and C#, C# every time. It's like chosing between a donkey and a taxi, yes the mule gives you more control but at the expense of comfort. Idk about engines thoughbeit
Want to get a job in AA/AAA?
Unreal
Willing to do mobileshit or some indieshit (if lucky)?
Unity
Both are nice engines really
blender/krita and DAW of your choice
your game engine does not matter if you're shit at art
take the maths + physics + comp sci route
eveything else is accesory and cosmetics
Unreal solely due to the recent Unity fiasco.
It really depends on your sexual preferences in the end.
>homosexual
unity/C#
>heterosexual
unreal/C++
what about godot?
const e = ['godot', 'unreal', 'unity', 'raylib', 'pure-c', 'threejs'];
e[Math.floor(Math.random()*e.length)];
Add whatever meme engine you've heard about and let randomness pick for you, since you can't think for yourself.
>2d
SDL/Raylib/Godot
>3d hobby project
Godot if you are artist
Your own engine if you are programmer
>3d project with budget
unreal
>want to make a game?
>make your own engine
worst advice ever
at that point you are not making a game you are making an engine
>but muh youtuber said
they pretty explicitly say it is for learning first and if they end up with a game as well it is secondary to the way there
Does anyone else not like Godot?
>Supposed to be user friendly, but feels worse than unity
>It has zero support, the asset market is basically non-existent
>fixes are for previous versions years old
>ChatGPT doesn't even like to help clean code from it.
you're too fricking stupid to make a game in any engine
Learn computer graphics + linear algebra, GPU/CPU architecture, c++ data oriented programming, opengl then d3d12/vulkan.
Then you can make a real game.
You're just wrong. Why does the graphics rendering pipeline affect gameplay? Linear algebra does help though
You're not constrained the limitations / design decisions of an off the shelf engine. Not to mention everything that isn't gameplay like picking and choosing solutions for global illumination / shadow mapping or water.
Of course the performance will be far superior than from a general purpose engine as well.
It's really the patrician's choice, though I understand if you just want to churn out some goyslop and make a quick buck.
>Why does the graphics rendering pipeline affect gameplay?
holy frick the state of programmers. kys
It does ky
>Then you can make a real game.
Every 10 years or so
Unity is pure dogshit
Unity
pros:
-larger community support, especially for entry level stuff
-better multi-platform support, especially low-end devices
-lots of power in custom editor tool scripting
-easier access to custom shaders / GPU instructions
cons:
-lots of half-baked modules (and often multiple ones that solve the same problem) which will get you 80% of the way to doing what you want, and leave you tearing your hair out for the last 20%, all the while you have no idea if Unity will support or update it ever again. Leads to a lot of "do we switch to a different solution package, or hack around our current one?" problems.
-community support can be confusing to dig through as you have 10+ years of features that have been replaced or soft deprecated.
-Because Unity uses a custom forked C# compiler, you don't get access to cutting edge C# features, and blocks you from using some external C# libraries that don't support older C#.
Unreal:
pros:
-better out-of-the-box support for 3D open worlds / large terrain environments
-better visual scripting support, if you are into that
-better support for AAA graphics pipelines, specifically targeting high-end devices
-can modify/recompile the engine yourself without an enterprise grade license
cons:
-C++ is harder to get into for inexperienced programmers
-smaller support community
Source 2
idTech
People are still tapping away with GZDoom and FTE
Frick valve after the recent takedowns of tf2: source 2 and portal 64
its ironic considering team fortress, counter strike, left 4 dead, day of defeat, and garys mod all started out as mods of their games
I dont trust valve anymore
Tf2 source 2 provided tf2 assets in the dl without having base tf2 installed which is against valve tos and the project was canned anyways cause they lost all their work to a s&box update.
Portal 64 used unlicensed Nintendo development software so Volvo told him to can it before the Nintendo ninjas took him out, if he wants to continue he’ll have to use a foss N64 dev library but he said that’d be too much effort
TF2 Source 2 was also intended to directly compete with TF2 in terms of attention, even if people want to go on about it not having a monetary incentive behind it.
They were quite literally just rebuilding TF2 while TF2 already exists. Valve should have issued a takedown years ago. It wasn't a mod like valve games seem to be, it was just a valve game with valve assets lmao
>he said that’d be too much effort
No, he said that he *might* be able to use the foss dev kit but still thought that it would be too much of a legal risk because its still running on nintendo hardware and valve made it abundantly clear that they dont want even the shadow of a risk of being sued by nintendo
tf2:s2 was already dead. Player shaders had been missing-texture-ing for months before the takedown. Valve wanted to send a "ok guys please dont' remake our game 1:1" so they "killed" a long dead horse
Build engine
based
also, unironically agree. Don't bother jumping into a massive engine right away, get to modding something with limitations that forces you to understand what you are doing
if you have to choose an engine for a hobby project, pick Godot. If you want to actually pursue a career in game development for a AAA studio, pick Unreal. Unity breaks itself every 6 months and the company itself makes horrible decisions every 6 months after that. The only benefit to Unity is the amount of low tier tutorials you might learn 3 things from.
>If you want to actually pursue a career in game development for a AAA studio, pick Unreal
For that path would UE or using frameworks to demonstrate programming ability be better?
shipping a game is literally the only thing that matters
>shipping a game is literally the only thing that matters
I'm at the point of flipping a coin on FTEQW or UE at this point to make a boomer shooter.
DUBS CHOOSES!
Unity for Troon games, unreal for actual games.
I reccomend Unity, and advise you to follow their Junior Programmer learning path on their website.
Learn.unity.com
I hear complaints about unitys fee structure, and thats a problem for people who have already made games.
This dude wants to learn.
Fricking dumbest take is telling him to make his own engine.
Now that gives him more problems to overcome.
He asked where to learn. Focus.
moronic bot is moronic.
Unreal.
Unity is a dead end. Don't waste your time with it. Unreal learning curve is steeper and it takes longer but it is the knowledge and skills that will carry over to ue6 and so on, also it's c++ so it will improve your c++ knowledge. Unity is some custom garbage, closer source etc it really is a waste of time
I quite like Godot. It seems like its too nice for people trying to learn to code but I already know how. At least its functional on Linux. I am not using fricking Windows lol.
Its going to be the blender of game engines.
Yea I feel like as a solo dev Godot + Blender is a good fit for me for a 2.5d twin stick shooter. Godot feels simple because its tree of scenes abstraction is very powerful. I have toyed around with making my own engine but its just too much work to ship something. Unreal and Unity actually have way too many bad tutorials. Godot as a great my first 2d/3d game tutorial and reference. It even integrates with Emacs well.
I agree that unity has shit tutorials on youtube it’s always some french speaking butthole with a wicked hard to understand accent, and they don’t understand the first thing about pedagogy.
Point me at your godot tutorial you speak highly of. I am actually interested.
I really like the junior programmer tutorial approach that unity has.
https://docs.godotengine.org/en/stable/
Just go through the official modules. The my first 2d game and 3d game should be all the tutorials you need for the engine.
Information is information and shouldn't be discounted only on source, but holy frickin damn, there's a lot of trannies in the Godot community. A veritable troop of troons. A herd of hangers. A pack of pretenders. A gam of groomers.
Unreal for me it is then.
fr tho, why do they flock to every FOSS project and proceed to shit it up?
Godot or Unreal. Unity is a huge time waster and it only works when you buy tons of pre-made assets.
Build engine
Noob here who is using vs for the first time:
What's the best way to use cmake with vs?
Do you open your cmake folder with vs and then vs builds automatically your project (the problem with this approach is that it outputs your exe in out/install/debug, therefore your relative path is fricked.
Or do you let cmake create a .sln in a build folder? And then you code your project starting with that .sln file?
Real game developers write their own engines.
I thought real game devs released them
I recommend making use of WebGL so that you can develop using one codebase (both for iOS, Android, and PC). You can program in any language of your choice, you just have to find something that can transpile your language to WASM or JavaScript. You may have to create bindings for WebGL. If you don't want to learn WebGL, you could use Three.js for 3d programming. Then you'd just have to create bindings for Three.js.
If you don't want to learn anything, then you can create games in Unity or Unreal and just buy assets/plugins on their marketplaces.
before you make your "big dream project" make 10 small games
not sure if you should use an engine? make a small game in it. Release it on itch.io
Make 3 unity games. Make 3 unreal games. Make 3 godot games. Make a game with C++/SFML or some shit. Make a text adventure game. Make a visual novel. Make a minecraft adventure map with the frankenstein "programming language" that is .mcfunction
this should take a year or two
ONLY AFTER YOU HAVE DONE ALL THIS
start making your "big dream project"
Not really you can start on your big project right away as you learn along with an engine.
That's not the right approach for engine deving.
Both might take you like a decade but one leads to a game the other to a shitty engine.
no ones first game is any good
I think you guys are mistaken thinking you need to recreate the entire wheel to get what you want. If I want to learn how to shade 3d models I'm going to learn how to shade 3d models I'm not going to make an entire renderer on opengl by myself cause that is moronic, never mind vulkan.
i didn't say you had to engine dev for your main game, I said you should make 10+ small games with various different technologies, and maybe try using C++/SDL or something for one of them
frick off
some people have an artistic vision for game and dont view game making as some autistic showcase of technical knowledge to pad their resume
what youre recommending is a sure fire way of extinguishing whatever flame of inspiration a person had in the first place
I fricking hate people like you
>ONLY AFTER YOU HAVE DONE ALL THIS
the amount of times ive heard this regarding literature, mathematics, or any field of study from pseuds who havent even done the work theyre recommending and spend more time trying to figure out *how* to learn something than actually learning it
literally no one gets anything done or learns this way, its just a way to get burnt out quickly
intelligent people can rely on their intuition to guide them; if you want to learn something just jump head first into whatever interests you
when you get stuck, you look for whatever knowledge you need to continue, you repeat this process until eventually youre an expert
its literally that simple
Based, but this will not be a popular take with the Gankerirls
OP gave me strong "i don't have a strong vision" vibes
dont 404
I am learning unity dots, it's so new that they've changed so much that almost all the tutorials are outdated, wouldn't want to touch it if my game doesn't require over thousands of entities
Shit tier: Unity
Mid tier: Unreal
Top tier: Godot
S tier: Custom
Why is there no mention of gamemaker as an indie dev engine? Does it have some kind of stigma that I'm unaware of?
Game Maker 2 was a huge improvement over GM1, but it implemented always-online DRM from what I remember, which caused people to stick with GM1 or move to Godot which was becoming more popular at the time. Also it had to compete with Unity and UE5. Unity had a much more mature asset sharing feature while UE5 looked like the most promising engine as it was coming out.
Also keep in mind that GameMaker costs $100 while Godot and Defold are completely free and equally good. Asking an indie dev to invest money into a piece of software is already a hard sell, especially when it can be taken away or ruined like Unity now is.
GameMaker 2 is fine, but the way I see it there's no reason to use it instead of Godot or Defold. Those two are completely free, you will never lose access to them and they allow you to modify the engine source code if you ever have a need to.
Pretty sure Godot had Vulkan since v4.0. They even have FSR 2 support, I'd be shocked if they didn't also have Vulkan.
if you want to finish a game or make money, unity/unreal/even rpg maker.
if you want to work for free fixing juan's game engine while he moves to europa, waste your time on "game jams", or spend 10 years working on your dream pixel art plataformer game, godot.
You can take this decision by just having a look at the engines reddit/discord servers, I can't distinguish what I see on r/godot from shit, while on unity or unreal sometimes the projects look good enough.
WORKING Vulkan.
godot devs love to add half baked stuff that don't work for real world use...
navigation server
>bugged
animation retargeting
>bugged
ik
>bugged, never mind, don't even have it
I can go on all day with this.
unreal + blueprints
Funny you mention that. I was making progress with blueprints then had that wild idea to use c++ with chatgpt. Then I fricked it up all up. I put my game on an external drive and I lost the external drive.
Here is what I was working on. Yes I used a premade stadium and bought a 3d model from someone else. I don't enjoy 3d modeling
Oh I put bones on the boobas so they'd jiggle and had to weight paint the clothes later on. Really it's a shame that stuff is lost.
Unity has been doing a good job of making shitty decisions lately so avoid that
both companies are horrible for gaming
use godot
Unreal engine is a private company that's done a good job not only at games but for simulations. I like them. Unity is the typical money greedy public company that only cares about the bottom line. Godot doesn't even have vulkan compability after all these years. No the polygon count is not an issue for an indie the engine shouldn't just be for PS1 tier trash graphics.
vim main.c
#include <SDL2/SDL.h>
Unreal has more advanced features and c++ is more useful