Earlier quoted context omitted.
That makes sense. Just out of curiosity, to my point above, how much cooperation from the manufacturer of different systems (Hololens/Xbox/Playstation) do you need to be able to target builds for them?
From experience (old gen and next gen consoles) there is 0 cooperation from manufacturer that you really need, other than available SDK and docs. Yes there are bugs in compilers and the consoles themselves (firmware, HW) but you can usually work around them.
Show HN: Lumix Engine – Open source C++ 3D game engine
91–100 of 119 posts
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#92Earlier quoted context omitted.
It is said that restrictions boost creativity and I've seen artists do amazing things even though their tools were complete crap. Question is how important tools really are. I would argue that vanilla Unity tools are nothing special and yet it's the most used engine in the world and people make amazing games with it.
Oh please, that's the lamest excuse I've seen to skimp on tooling. Abusing your users with poor tools doesn't win you anything. Self imposed constraints can (and has in many cases) achieved the same thing. From a technical perspective unity's tools are nothing special, however they work well for non technical users. In the same way UI/UxD for Linux has been a disaster understanding production needs is a complete diff…
> From a technical perspective unity's tools are nothing special, however they work well for non technical users.
They are nothing special even from non-technical perspective. I'm not saying they are complete crap or that they do not work reasonably, in fact I think they are so successful because they are so simple/average. Of course constantly crashing tool is not boosting your productivity. But simple tools are.
Look at old Unity UI - it was even worse than most open source UI. The new UI is a bit better but still there are open source projects at least equally good. Or animation graphs in Unity. They are quite simple and they have many issues, yet they enable users to do more creative stuff than UE.
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#93Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#94Earlier quoted context omitted.
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.
Given that every other industry has moved to FOSS software for their tooling, it's the game industry that has a "religion" about proprietary software being necessary to make money.
What is more thare are not really FOSS tools for game industry. There is GIMP or Blender, but most artists prefer commercial alternatives because they are arguably better. Tiled editor is pretty popular for 2D. But other than there is almost nothing. I would love to avoid implementing an editor/debugger for my behaviour trees, or visual editor for shaders, but there is simply no good FOSS for that.
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#95Earlier quoted context omitted.
VR is so minor market at the moment that it's just not worth to support in general engine with limited resources.
On the other hand, adoption is usually easier in niche markets.
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#96Earlier quoted context omitted.
Generally Direct3D is for Windows and OpenGL is for all other platforms. Sometimes the OpenGL renderer works on Windows as well for easier testing and development.
When "all other platforms" does not include gaming consoles, as there is this urban myth of OpenGL support on them. Only partially true on the PS3 (GL ES 1.0 with Cg), which was largely ignored.
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#97What became of ogre3d? http://www.ogre3d.org/
There's Urho3D ( https://urho3d.github.io ) which seems to be mostly a clone of OGRE. I don't know if any of the same people work on it. Xamarin have a C# wrapper for it, UrhoSharp ( https://developer.xamarin.com/guides/cross-platform/urho/ ). I'm working with it now and I like it a lot better than Unity so far; but I strongly prefer to work in code rather than doing everything in Unity's IDE.
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#98Earlier quoted context omitted.
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.
It's a must-have for 3D programming, for working with vectors and matrices. OpenGL's shader language is basically C with (hard coded) operator overloading for this reason.
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#99Hey, 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…
Perfectly valid question. You are right, while there is a high chance that UE and Unity will be maintained, there is no guarantee. In any single person project, especially noncommercial, the chance it will not be maintained is much higher and Lumix Engine is not an exception. The only "proof" that it will be maintained is that I already worked on this 4+ years (as you can see on github) and that I'm making a commerci…
Seems like the only benefit would be short lived, whilst I would take on a lot of the disadvantages of not going to a more commercial offering immediately. I'm genuinely interested. I can imagine this putting a lot of people off "committing".
Re: Show HN: Lumix Engine – Open source C++ 3D game engine
#100Hey guys do you know Armory3d plus Blender integration http://armory3d.org ?
> The goal of Armory is to bring real-time rendering to artists. Everything is fully integrated into Blender, turning it into a complete authoring tool for real-time content.
and
> Everything is bundled to provide the ultimate game development tool.
That's two quite different goals.