There is literally nothing wrong with Unity
There is literally nothing wrong with Unity
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That's like looking at a fucked up nail and saying there's nothing wrong with the hammer but the person who hammered the nail.
It's just not as good as it could have been. More like wasted opportunity. Still my engine of choice for game dev.
is it viable to learn Unity and Godot at the same time if I know enough c#?
Apparently they are in financial trouble so some company might buy it and fuck with the licensing
Microsoft will 99% buy it in the next 5 years
why not learn all of them
I don't like how they keep changing paradigms and thus a big chunk of the engine ends up being half-assed, abandoned, etc.
Like right now with the render pipelines. There are four, and if you want to use want to use one that isn't demanding and that will be supported you have to give up things as simple as projected shadows or having several lights... these things have been in 3d games for so long. You had projected shadows in fucking mario 64. But if you want that you need to use the super hd heavy hq pipeline. It's stupid.
There are many quirky problems like that.
>There is literally nothing wrong with Unity
Unity like prototyping on UDK uses a ridiculous amount of reflection to make it really easy to create games on either engine. The downside is that it comes with a huge performance cost. Something that would've ran on a 300 MHz CPU and 100 mb RAM now requires a 2.2 GHz CPU and 1.5 GB RAM.
That's the only issue with it though.
ok
>Apparently they are in financial trouble
What? They're getting a huge chunk of funding on their upcoming IPO.
there's good unity games
but there's definitely a ceiling to what you can do with it
>a ridiculous amount of reflection
you mean stuff like Camera.main ?
Unity and Godot use different design philosophies. You'll have to switch between how you think about problems.
the only good unity game i've played is
Yeah a company spending money means they're about to go under
That's a pretty shallow example.
en.wikipedia.org
Unity/UDK (blueprints only) do these by the hundred thousands. It's super CPU and RAM intensive since it's not a tailored engine.
my game
also Shadow Tactics, RoR2 and ES2
Gigaboots disagrees
>en.wikipedia.org
I'm gonna be pretty honesst with you, i dont' really understand what reflection is, based on that article.
as long as you can hide the splash screen from retards that get angry about engines despite having 0 actual game dev knowledge you'll be fine, they wouldn't be able to tell the difference anyway without explicitly being told
ES2 eats far more resources than it should. My PC sounds like a jet whenever I boot it up.
There is also nothing wrong in me using my own C99 framework.
>Microsoft buys it
>It actually becomes good and runs well on Xbox
Sony is finished.
I would rather use C and SDL :)
Engines are for losers.
yeah but, why should i give a fuck about your pc?
Find a workflow that works, and then stop updating.
I haven't updated since July 2019
The Implementation part of the wiki explains it well. All you have to know, is that the ease of use Unity and blueprints in UDK have, comes from heavy amounts of reflection. It's why those proprietary engines are popular and doesn't require you to learn C++ or any low level programming language to expand your scope. Effectively you're making a trade off between how easy it is to make a prototype and how much resources it will require.
because I'm the only one who's going to play your game
Not him, but couldn't something be done to "convert" it back to non-reflected once the game is no longer a prototype, but finished, and you will no longer have to use the editor?
Agreed. It has wonderful community support. Easily supports 2D and 3D. The licenses are very fair. Can compile to any platform making multiplatform easy as piss. Less bloated than unreal.
how do they know if you've made over $200,000 and are still using the free version? and whats stopping them from you just reinstalling their software
also, if one wants to make a top down 2D player game with sprites, should they attempt to make it in Unity with C# or make an engine with C++?
>took an online Unity course a couple of years ago
>learned tons about Unity and C#
>made like 4 simple 2d and 3d games
>lost interest after I got too ambitious with a project
>now remember literally nothing
Agreed. I prefer Godot but I can see why unity is so popular.
i understand what you're saying and yeah, i agree. i mean, it's the same with every framework, sin't it? jquery is slower, but you can jusst do $(".whateverClass").addClass("d-block") instead of, you know, actually knowing js.
But what i'm asking is, what is reflection? like literally what is it? does it make the code change itself or something?
it also attracts complete shitters
>thing is bad because people i don't like also use it
are you an idiot?
So? Their games never get more than a couple hundred downloads max. It doesnt stop good games from being made