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Show HN: Lumix Engine – Open source C++ 3D game engine

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Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#61
post #56

Can it support a large, procedural open world? I tend to think such feature would require its own engine...

I do not think there is an engine which can be used to create game such as No Man's Sky without a lot of custom code. This is open source so it can be used as a base for such game.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#62
post #30

Hey, this looks really good. Thanks for the good work. A question. Please don't get it wrong. How you going to maintain that? Recently more than anything I'm more afraid of investing my time in some tool will go away in the near future. While UE and Unity 3D are not perfect, neither free (or even cheap). But those teams have all the money to support next releases, and I have some guarantee that they will exist next y…

Maybe you could help make sure the engine doesn't die on the vine by contributing.

Just so sick of this mentality that single-contributor projects aren't worth spending time on. This is how we get the problem of "open source" send to only happen if it's big companies like Google, Mozilla, or Facebook doing it. It's not like they haven't killed many a project just because it wasn't the gigantic, multi-million dollar success they needed it to be to justify spending their effort.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#63
post #30

Hey, this looks really good. Thanks for the good work. A question. Please don't get it wrong. How you going to maintain that? Recently more than anything I'm more afraid of investing my time in some tool will go away in the near future. While UE and Unity 3D are not perfect, neither free (or even cheap). But those teams have all the money to support next releases, and I have some guarantee that they will exist next y…

Maybe you could help make sure the engine doesn't die on the vine by contributing. Just so sick of this mentality that single-contributor projects aren't worth spending time on. This is how we get the problem of "open source" send to only happen if it's big companies like Google, Mozilla, or Facebook doing it. It's not like they haven't killed many a project just because it wasn't the gigantic, multi-million dollar s…

Indeed, I'm using several open source libraries in the engine and I am not afraid they would die. Because even if they did, I would just continue changing them on my own. I think it's less risky than using e.g. CryEngine, since recently there is a high chance Crytek going bankrupt and there is no way single person can handle something as big and complicated as CryEngine.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#64

Earlier quoted context omitted.

Whoever thinks that all these random 3D engines are worth anything to anyone but hobbyist programmers is delusional to say the least. "gui tooling" (or as I like to call it: "the engine") represents maybe 80 to 90% of value of an engine like Unity or Unreal. I'm sure that anyone who's actually done some project in one of these can confirm what I'm saying. The amount of money and time spent on the tools of UE is simpl…

The proprietary, closed, vertically integrated tooling in Unity and Unreal are what make them such terrible tools for use in a professional development environment. All of the best programming tools are free, open source software. Yet somehow we're meant to believe game programming is "special" in some way that it shouldn't use the same ecosystem as every other area of software development. Yeah, right.

Because the values of the game industry are rooted in the demoscene, commercialization of game related IP assets and consulting work related specific hardware and design knowledge, without any religion about freedom of tooling, this is what most FOSS advocates fail to understand about the industry.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#66

Earlier quoted context omitted.

Tooling is a big chunk but it is not the main benefit of an engine in my opinion. There are so many optimizations and abstractions (think build, platform, gl, LOD handling, skeletal anim, memory handling for things such as landscape) done in your game to make sure it runs super smooth and beautiful at the same time that if you decided to do it yourself you would be working countless of hours to get to the first abstr…

I think importance of tooling is highly subjective, depends on your habits and workflow. Some people need to have an editor like Unity, others just want to create their whole game in code, e.g. www.randygaul.net/2017/02/24/writing-a-game-engine-in-2017/

I suspect WebAssembly is going to create a niche for very lightweight engines optimized for download footprint, too.

And as you say, UE and Unity seem to be optimized for artist-driven projects rather than coder-driven projects. Which, realistically, are always going to be the majority of commercial efforts, but coders often prefer code. I've written a (basic) 3D object modeller app, and I still can't work out how to use Blender.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#67

Why is are the components limited to 64 distinct types? That sounds low to me.

It's a performance optimizations at the moment, since there is much less types. However I know this is an issue for the future and I have a solution prepared.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#68
post #66

Earlier quoted context omitted.

I think importance of tooling is highly subjective, depends on your habits and workflow. Some people need to have an editor like Unity, others just want to create their whole game in code, e.g. www.randygaul.net/2017/02/24/writing-a-game-engine-in-2017/

I suspect WebAssembly is going to create a niche for very lightweight engines optimized for download footprint, too. And as you say, UE and Unity seem to be optimized for artist-driven projects rather than coder-driven projects. Which, realistically, are always going to be the majority of commercial efforts, but coders often prefer code. I've written a (basic) 3D object modeller app, and I still can't work out how to…

> I suspect WebAssembly is going to create a niche for very lightweight engines optimized for download footprint, too.

I wanted to create a simple 2D game once, aiming for lot of platforms, including mobile and web. Most engines (I looked into Unity and Godot) produced just too heavy results for web. I ended up using Haxe/Flixel.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#69

Earlier quoted context omitted.

Tooling is a big chunk but it is not the main benefit of an engine in my opinion. There are so many optimizations and abstractions (think build, platform, gl, LOD handling, skeletal anim, memory handling for things such as landscape) done in your game to make sure it runs super smooth and beautiful at the same time that if you decided to do it yourself you would be working countless of hours to get to the first abstr…

I think importance of tooling is highly subjective, depends on your habits and workflow. Some people need to have an editor like Unity, others just want to create their whole game in code, e.g. www.randygaul.net/2017/02/24/writing-a-game-engine-in-2017/

That guy says his must-have feature of c++ is operator/function overloading. That seems an odd choice to me. I have been a c++ developer for over a decade. I would have leaned more towards it being a necessary evil.

Re: Show HN: Lumix Engine – Open source C++ 3D game engine

#70
post #3

Maybe I'm just now getting aware of it but I just recently learned of Godot[1] and now this as well. Seems like we have the chance to replace Unity as the "Community" game engine with a free open source version. [1] https://godotengine.org/

I sure hope so. I think one of the barriers may be the compatibility with a lot of the devices coming out in VR. For example, to build something for the Hololens, Unity3D is the only option. IIRC, for Oculus, the only OSS game engine that targets it is Torque3D. I'm not sure how much cooperation these engines need from the manufacturers to begin targeting them, but that can be hard for OSS projects to do.
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