Earlier quoted context omitted.
This is correct, they released the source code a couple years ago under a reference license. https://blogs.unity3d.com/2018/03/26/releasing-the-unity-c-s... https://github.com/Unity-Technologies/UnityCsReference
This is only the C# source code, the internals of Unity is a closed C++ codebase which you can pay $1800/yr for access to
What Unity Is Getting Wrong
131–140 of 306 posts
Re: What Unity Is Getting Wrong
#132I'm so frustrated that Unity and Unreal are the only two real options. And it's all because of console vendors. Unreal is just way too inaccessible, as an individual, non-C++-veteran (used it a bunch in college, but modern C++ looks nothing like what I've seen), non-games-industry-veteran. It's also fairly opinionated towards first person/third person action games. And then Unity is of course a dumpster fire. It's mu…
Re: What Unity Is Getting Wrong
#133Earlier quoted context omitted.
It's not really necessary to say `This despite Epic developing both a cutting edge game engine + Fortnite.`. Fortnite as most people know it is Fortnite Battle Royale. FNBR was essentially a weekend game mod project to an already existing, but floundering, multiplayer game. Most people that play Fortnite today have probably never even played the original game mode.
League of Legends, DOTA and so on all come from a Warcraft 3 mod as well.
Re: What Unity Is Getting Wrong
#134Earlier quoted context omitted.
> Unity has more engineers than Epic. It's funny. I see it (anecdotally) all the time. More engineers doesn't mean a better product. In fact at my old shop, things (product, quality) really started declining once we 'rapidly' scaled the team. Communication and consistency really suffered from lack of solid processes among other things.
I think it comes down to power in the company. Unity was extremely simple and small before, once they got John Riccitiello it become a management/business focused company over engineering leaders in terms of power and direction. Unreal has Tim Sweeney, and old school guy that understands how to make a game engine and has done it over and over. They learned alot from Unity, and are now doing it better than them once t…
why do you think this happened?
why was C++ so much better
Re: What Unity Is Getting Wrong
#135Earlier quoted context omitted.
> Skin mesh animation, which is the main point of using Unity in the first place, That's an odd thing to say. I've never used it personally. Even if it's used in the majority of games saying it's the "main point of using Unity" is overstating things. It's simply one feature out of many that Unity provides. > The only option is to fold your shirt sleeves up and build your own engine. It's not that hard really. Maybe f…
The only thing that Unity provides that has any chance of saving you time is the skin mesh animation = FBX or Collada to Mech Anim pipeline. If you don't need that you should _never_ even consider using Unity. If you are not interested by the underlying tech of any category of computing, you are not a programmer.
I don't know much about Unity, but this gatekeeping ruins your credibility. It might very well be that writing your own game engine is faster than using Unity, but I actually believe that _less_ now after reading your comment. Your argument seems more pride-based than fact-based.
Programmers specialize based on their interests, and that's a _good_ thing. If we didn't have specialization, nothing useful would ever get done. Mistakenly choosing not to leverage prior work in design space[1] can come at a very high cost.
[1] Borrowing a term from "Darwin's Dangerous Idea" by Daniel Dennett (https://en.wikipedia.org/wiki/Darwin%27s_Dangerous_Idea)
Re: What Unity Is Getting Wrong
#136Earlier quoted context omitted.
> Nothing fundamental seems to prevent the compiler+runtime from: - laying out instances of the same Component next to each other in memory - Burst.Compiling their Update() functions - adding backwards compatible APIs to do parallel loops etc over multiple components And if those Update functions reference other objects and do something with them? If the engine automatically realigns the order in which Update is call…
Of course you'd still have restrictions on the code if you want it magically optimized, just as with DOTS. But you're right to be skeptical, this is not something I've thought through that thoroughly :)
Re: What Unity Is Getting Wrong
#137Unity is targeting students and gamedev wannabees. You don't make a game with a framework. Programming is not simple. Same debate of framework vs libraries.
I'm even against Godot, which you cannot even use as a rendering library. You end up being too dependent on those platforms and all their assets and plugins.
Of course if you intend to make a game that's not too ambitious, if it revolves around the graphics, unity might be ok, but it's just a sophisticated RPG maker 3D.
I strongly advise against learning unity or godot. A huge problem is that unity/unreal made it difficult for classic engines/renderers to keep thriving, and it's hard to find a good engine nowadays. There are some, of course, but their community is non-existent, which makes things much harder in open source.
Re: What Unity Is Getting Wrong
#138Earlier quoted context omitted.
It looks well and good, but the point remains that it won't help you build for consoles out of the box.
It apparently already builds for Switch: https://www.reddit.com/r/NintendoSwitch/comments/cixsoy/jona...
Re: What Unity Is Getting Wrong
#139Earlier quoted context omitted.
I think it comes down to power in the company. Unity was extremely simple and small before, once they got John Riccitiello it become a management/business focused company over engineering leaders in terms of power and direction. Unreal has Tim Sweeney, and old school guy that understands how to make a game engine and has done it over and over. They learned alot from Unity, and are now doing it better than them once t…
this is very interesting -When Unreal 4 swapped out UnrealScript for C++ it went into overdrive in terms of performance and clean. why do you think this happened? why was C++ so much better
I believe that ReSharper C++ alone makes me 10-20% more productive. Their refactorings and inferred constants are amazing and produce real-world performance benefits. Plus having const wherever it is warranted makes code easier to read and easier to debug.
Re: What Unity Is Getting Wrong
#140Earlier quoted context omitted.
> Mind you, I'm a hobbyist in this field so maybe you could chalk it out to inexperience, but I shiver to think to what professional developers have to deal with if the small prototypes I cranked out were that painful. Careful adherence to best practices (often discovered the hard way), banning certain code pitfalls with a linter, and many workarounds :( It took me months to make something semi-usable out of (a subse…
If you haven't already, take a look at Mirror - open source reimplementation of UNET with hundreds of bug fixes and improvements