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What Unity Is Getting Wrong

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Re: What Unity Is Getting Wrong

#221

Earlier quoted context omitted.

I think UE and Unity has complete different markets. Unity is focused on small mobile game developers, those small shops don’t have expertise to work with UE C++ source code and most of them are new grads themselves. I’m not sure what is the overall strategy of Unity but I don’t believe they care much about the PC/Console space and frankly at this point I don’t believe they will ever manage to capture it from UE.

A lot of mobile game developers who use Unity aren't small at all. They are huge companies with lots of experienced engineers. The baby devs don't generate the $ for Unity.

Mobile games in some sense have taken over gaming. They're not as flashy, but the amount of money some of them seem to generate is obscene. Just take a look at NCSoft's income and how mobile Lineage crushed all of their other offerings.

Re: What Unity Is Getting Wrong

#222

Earlier quoted context omitted.

The LTS is only supported for two years. That doesn't really solve this problem.

I think it is telling that in Unity world, 2 years is "Long Term". I wonder what cutting edge is? Building your entire game on the unstable weekly branch and crossing your fingers?

Most software products LTS are between 2 to 3 years actually, even stuff like Java.

Re: What Unity Is Getting Wrong

#223

Earlier 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…

I recently read that Tim Sweeney still writes code for UE, something absurd - 80% of the codebase is his?

I doubt that's true now, but it could've been something like that when UE4 released. The story went that he'd started work on it almost a decade before the release of the engine.

Re: What Unity Is Getting Wrong

#224

I'll just sit back and eat popcorn as I work with my custom handmade game engine. None of this is a concern for me, and it has been refreshing to work directly with the graphics pipeline and in lower level languages that give me direct control. If something is wrong, it's my own damn fault. For those who want to get away from being totally dependent on third-party frameworks and tools, check out Handmade Hero. It was…

Building your own thing is fine if you're solo. When you start having to collaborate with e.g. artists who expect their assets to render the same way they do in their editor, or a game designer who needs to edit levels in the engine, etc., then you introduce a bottleneck due to the fact that some people are working on the engine, and others on the game that depends on the engine.

Re: What Unity Is Getting Wrong

#225
post #205

Earlier quoted context omitted.

ok but can you please recommend some decent alternative engines for xbox development? i am having so many issues with unity i am running out of hair to pull out!

Turn to c++ maybe if you can. Godot would seem like a wiser solution than unity, too. You can also ask and search in various gamedev communities, on gamedev.stackexchange, reddit, etc, and ask around. I know I'm trying Urho3d that seems like a complete modern engine with everything included, and many samples. It's inspired by many other other engines like Ogre3D and seems to support modern graphics api like vulkan. I…

Ok, thanks for this! I have the resources for assets, and my game is a Mars Colony Sandbox game like space engineers and empyron galactic, solo dev, still learning tho - but seems like i am making progress. I struggle a lot with memory issues tho i spend loads of time in the profiler, and there are many issues with unity itself. Will read more on the ones you sent.

Re: What Unity Is Getting Wrong

#226
post #222

Earlier quoted context omitted.

I think it is telling that in Unity world, 2 years is "Long Term". I wonder what cutting edge is? Building your entire game on the unstable weekly branch and crossing your fingers?

Most software products LTS are between 2 to 3 years actually, even stuff like Java.

Java SE 8 (LTS) March 2014 December 2030 Java may have a new LTS every few years, but they support their LTS releases for much longer.

Re: What Unity Is Getting Wrong

#227
post #222

Earlier quoted context omitted.

I think it is telling that in Unity world, 2 years is "Long Term". I wonder what cutting edge is? Building your entire game on the unstable weekly branch and crossing your fingers?

Most software products LTS are between 2 to 3 years actually, even stuff like Java.

There's how often LTS releases are released, and how long they are supported.

Ubuntu cuts an LTS release every 2 years, but they support them for 5 years.

It appears Oracle supports Java LTS releases for 8 years.

Re: What Unity Is Getting Wrong

#228
post #222

Earlier quoted context omitted.

Most software products LTS are between 2 to 3 years actually, even stuff like Java.

Java SE 8 (LTS) March 2014 December 2030 Java may have a new LTS every few years, but they support their LTS releases for much longer.

That is the old model, the new LTS model is three years.

Oracle just extended it due to Java 9 being our Python 3, which is kind of pointless because all the packages that matter have migrated already.

But enterprise being enterprise, there are plenty of projects only now migrating to 8, and then there is that little robot that isn't even fully compliant with 8.

Re: What Unity Is Getting Wrong

#229
post #222

Earlier quoted context omitted.

Most software products LTS are between 2 to 3 years actually, even stuff like Java.

There's how often LTS releases are released, and how long they are supported. Ubuntu cuts an LTS release every 2 years, but they support them for 5 years. It appears Oracle supports Java LTS releases for 8 years.

Java LTS model has changed for 3 years for releases past Java 9. We are on 14 already.

Re: What Unity Is Getting Wrong

#230
What do folks here think of Panda3D (https://www.panda3d.org)?

Its just a game engine without any IDE. So the typical workflow would be to build your assets and scene in Blender (or Maya, etc.) and then code up the game mechanics in Python or C++. I am tinkering with it for non-gaming (Reinforcement Learning) use cases and I was curious what game devs think of it.

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