OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
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Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#2Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#3Even if it’s clickbait or shallow content, it still raises the awareness of these tools.
Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#4I'm actually kinda excited to start learning some of these. How nice of Unity to force me out of my comfort zone!
Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#5Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#6In regards to third party dependencies I agree with what Uncle Bob says, which is to keep them as far away from your stuff as possible. Only introduce a hard dependency if you have to. In my current project I have been doing that and I enjoy the flexibility that this gives me.
For example I can exchange the DI framework for the whole project in a matter of days if need be.
Which leads me to my question with the Unity debacle.
Is it not possible in game development to also structure your architecture that way ? Is the extra work not justified if you have deadlines ? Or is there just a lack of common interfaces that can serve as proper abstraction ?
I am really interested if someone with more insight on game development could shed some light on that.
Thanks.
Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#7Which just links onwards to https://ossinsight.io/collections/game-engine with a screenshot: https://nitter.net/pic/orig/media%2FF6KVDQPb0AAi4Lj.jpg
If you click through to pull requests or issues created, the trend is between modest and potentially not statistically significant (there's also a lot of red digits).
The stars graph from godot is vertical since last month though, especially given that they already had the most stars by far (67k in August, compared to 43k for the runner-up pixijs) and an account has only one star to give so that's a lot of new interest.
Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#8Im not well versed in game programming, however I have some knowledge on how to properly structure your software architecture in other domains. In regards to third party dependencies I agree with what Uncle Bob says, which is to keep them as far away from your stuff as possible. Only introduce a hard dependency if you have to. In my current project I have been doing that and I enjoy the flexibility that this gives me…
Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#9Im not well versed in game programming, however I have some knowledge on how to properly structure your software architecture in other domains. In regards to third party dependencies I agree with what Uncle Bob says, which is to keep them as far away from your stuff as possible. Only introduce a hard dependency if you have to. In my current project I have been doing that and I enjoy the flexibility that this gives me…
Example of a game framework: http://www.monogame.net.
Still, if you don't map everything all the time, common value types will propagate through the codebase.
Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
#10Im not well versed in game programming, however I have some knowledge on how to properly structure your software architecture in other domains. In regards to third party dependencies I agree with what Uncle Bob says, which is to keep them as far away from your stuff as possible. Only introduce a hard dependency if you have to. In my current project I have been doing that and I enjoy the flexibility that this gives me…
Game development is typically very tightly linked to a mess of proprietary tools and products and platforms. It is the game engine itself that abstracts away for example) the payment/subscription api.
If you were to write your own game abstraction layer we would call what you did a game engine.
Secondly, performance (frames per second) is key in game software. Imagine if you wrote a lightweight abstraction layer for a physics/gravity engine. You’re effectively writing code to slow down your game FPS.
Thirdly, game development is often done by young beginner programmers, who often don’t even know programming yet. They get into game programming by following online YouTube tutorials in a specific game engine. If you know the importance of abstraction your already too high paid to work in a game development position :)