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Why I left Unity

richg42.blogspot.com

21–27 of 27 posts

Re: Why I left Unity

#21
post #5
post #2

"Imagine the kinds of amazing new software that could be created in alternative cultural environments."

Game development - looking across the aisle from the Linux world - is such an insanely backwards place. Everyone reinvents everything, most developer shops refuse to even use the standard library implementation of whatever compiler they are using, and the entire process is a grindhouse for millions of lines of code, thousands of 3D models, textures, shaders, music, and dialog and all of it often never even sees the l…

You've missed a few major reasons as to why the industry is like this. Let me explain:

1. We don't re-invent everything, but the hardware keeps getting better and we want to take advantage of it. To do so requires rewriting large portions of code. It is only because the basic hardware capabilities everyone has these days are pretty good, that using an engine not designed for your game has become so much more viable. Previously you'd build the engine to fit the game in order to get the performance you expect.

Shader's for example went through a massive upheaval when we changed from fixed function to custom, and now compute shaders have changed things again. Additionally there are always new algorithms presented each year which produce better results, which we must have!

2. Code that works well in an event based system does not necessarily work well when you are running it 60 times a second. This is why companies sometimes go in and replace standard functionality. We don't want to, but to get the speed everyone expects, we have to.

3. Models, textures, animations, dialog and so on are data, which the computer doesn't really understand. Where we see a person it sees a triangle mesh, or where we see signs of a bloody battle it just sees red pixels. This semantic mismatch is the biggest problem in the industry today, and makes re-usability incredibly hard. Manpower is usually the only way to overcome this, with people spending months on a single character model. Additionally better tools are always welcome but the industry has stalemated a bit in this regard.

Generally animation is still best imported from real life, EA for example have an entire building devoted to just motion capture [1] with over 100 cameras.

4. Many old games are still available on GOG and other websites, so these companies still make money from them which likely influences their decision to not release source code. Console games also are restricted by proprietary console-only APIs.

[1] http://www.capturelab.com/about-us

Re: Why I left Unity

#22

I really don't understand the message here. The blog post seemed an incoherent pointless ramble. Am I missing something?

No, you are missing nothing. But I can relate to the sentiment and point I think he is trying to make which is it's not worth it burning yourself out working on code all day, be it games or otherwise. Life seems much better when you start living it rather than just letting it pass you by while you are at work.

Regardless, I find the writing and style to be dreadful. I was hoping for something about the drawbacks of Unity the company or Unity itself as an engine. All I can find here is what amounts to a drunken urinal conversation.

Re: Why I left Unity

#23

I really don't understand the message here. The blog post seemed an incoherent pointless ramble. Am I missing something?

Or it's just a message to his friends and colleagues that's not intended for wider distribution. Just a little public blip of "hey, I'm not at this company anymore, but I still exist and I'm doing something new".

Hacker News does this all the time: take something that's on a person's personal website/blog that might be intended for a limited or self-selecting audience, or meant as a joke or off-the-cuff remark and blow it way out of proportion.

Re: Why I left Unity

#24
post #6

Earlier quoted context omitted.

Those were my impressions moving from the open source / web world into games too. It surprises me still how little is shared in terms of reusable libraries, and often how little attention is given to reusability beyond a single project's scope. Automated testing too. Those habits feel like a super power now, because at this point I naturally think in those terms and build accordingly. We have quite a decent toolkit f…

Often libraries are far too specialized to share or as you point out, have dependencies/licensing that prevent open-sourcing/sharing. For example I've written various entity/component allocators, pools, and free-list implementations that run ultra-fast and are reusable across almost any game that needs an entity system, but almost each one is optimized for the performance characteristics of the target game. When it c…

I think there should be a small distinction between AAA and indie game development. Not all indie games need the level of specialization and optimization that AAA's do, and so they can get away with more reusable abstractions that let you move faster.

But I've seen the rationale that games require too much optimization by a few indie devs as to why higher-level abstractions aren't used (not all, of course, and in some cases it's true), and that's where I think some indies that think in terms of reusable abstractions can gain an edge. It's a culturally held belief that I think sometimes gets adopted by new devs who then won't end up spending the time learning the abstractions.

I'm no design pattern purist by any stretch, but you can often find ways of cutting corners while still keeping things abstract enough to be reusable. Documenting goes a long way towards that too, as does a culture of automated testing, and a better package manager with dependencies.

Re: Why I left Unity

#25
post #5

Earlier quoted context omitted.

Game development - looking across the aisle from the Linux world - is such an insanely backwards place. Everyone reinvents everything, most developer shops refuse to even use the standard library implementation of whatever compiler they are using, and the entire process is a grindhouse for millions of lines of code, thousands of 3D models, textures, shaders, music, and dialog and all of it often never even sees the l…

You've missed a few major reasons as to why the industry is like this. Let me explain: 1. We don't re-invent everything, but the hardware keeps getting better and we want to take advantage of it. To do so requires rewriting large portions of code. It is only because the basic hardware capabilities everyone has these days are pretty good, that using an engine not designed for your game has become so much more viable.…

> still make money from them which likely influences their decision to not release source code.

This isn't actually a thing at all. All the id games still sell like hotcakes moreso now, because of the open source engines that keep those games modern and have dramatically improved over the originals (check out Brutal Doom for an example).

Even if your engines and your art assets are liberated, you still do not have a complete game without maps. And while the user community built up around your product would certainly make their own, the fact they are all created on the basis of your game would, almost always, drive dramatically more long-tail sales to just play your original maps that inspired an entire ecosystem than locking up the complete package to rot in video game obscurity like the thousands of Playstation 2 games are doing now.

Re: Why I left Unity

#26
post #13

I've never thought of Bellevue as a barren wasteland, wonder why he has that characterization.

Well, he says compared to Seattle, not Sao Paolo, and he probably means culturally, shopping, things to do wise, etc...

Shopping in Bellevue is better than Seattle. As for culture the popular parts of Seattle are as homogenous as Portland, and Bellevue at least has a sizable immigrant population from Eastern Europe, Asia, and Africa.

But yes, Bellevue is not the most happening place in the world.

Re: Why I left Unity

#27
post #13

Earlier quoted context omitted.

Well, he says compared to Seattle, not Sao Paolo, and he probably means culturally, shopping, things to do wise, etc...

Shopping in Bellevue is better than Seattle. As for culture the popular parts of Seattle are as homogenous as Portland, and Bellevue at least has a sizable immigrant population from Eastern Europe, Asia, and Africa. But yes, Bellevue is not the most happening place in the world.

>Shopping in Bellevue is better than Seattle

More convenient for basics, yes, but more varied and fancy?

>As for culture the popular parts of Seattle are as homogenous as Portland, and Bellevue at least has a sizable immigrant population from Eastern Europe, Asia, and Africa. But yes, Bellevue is not the most happening place in the world.

Yeah that. By culturally I meant places to visit and things to do (concerts, book readings, stage plays, parties, gatherings, etc), not just having neighbors of different origins one will usually seldom interact with.

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