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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

#11

Im 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…

The problem is that Unity is a game engine, not a game framework. That means that any code you do will be following their architecture and using their features. The game logic gets really tight to the engine.

...unless you are Brian Bucklew https://threadreaderapp.com/thread/1703163364229161236.html

Note: That is not the "normal" way to use a game engine.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#12
quick qn for game dev's ?

why was C# adopted for game dev ? compared to java given that they're both similar langauges which use a vm.

I do understand that C# has a better native interop story. than java.

and probably the only notable jvm based game was minecraft

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#13
post #12

quick qn for game dev's ? why was C# adopted for game dev ? compared to java given that they're both similar langauges which use a vm. I do understand that C# has a better native interop story. than java. and probably the only notable jvm based game was minecraft

I'm not a gamedev, but my hypotesis is that one of the reasons is that Mono license at the time was way friendlier than risking having Oracle on your neck.

Modern C# also has more features that help avoid allocations, which in turns reduce GC pauses, which are the biggest enemy of a game

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#16
post #12

quick qn for game dev's ? why was C# adopted for game dev ? compared to java given that they're both similar langauges which use a vm. I do understand that C# has a better native interop story. than java. and probably the only notable jvm based game was minecraft

I think its adoption was mostly influenced by XNA. A lot of small (and big) games used the XNA libraries, and by extension the .Net framework and C#.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#17
post #14

Missteps implies accidents. This was not accidental, it was an attempt at extracting rent - retroactively.

Purely conjecture, but somehow I suspect that private equity has crunched the numbers and decided it's time to milk this one dry.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#18

Im 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…

Can you abstract away your website so it can run on node.js or angular? 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…

>If you know the importance of abstraction your already too high paid to work in a game development position :)

Way to tacitly admit the gamedev space is a fundamentally exploitive industrial vertical.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#19

Im 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…

1. Unity projects mainy use C#. So that automatically limits the frameworks you can switch to unless you want to port to a new language.

2. A fair chunk of your code will be calling in to the Unity runtime to use functionality provided for you. This may not exist in other engines or exist in very different form

3. Unity controls the gameloop and the renderer. Other engines might have very different architectures and constraints.

4. Abstractions cost performance. You're usually trying to hit a very tight millisecond budget per frame so adding extra layers of abstraction is not good practice.

Re: OSS Game Engines are increasing their stars on GitHub due to Unity's missteps

#20

Sad for Unity devs' predicament here, but happy to see Godot gaining increased interest. It's still not as mature as Unity, of course, but they're making steady progress, it definitely seems to be headed in the right direction.

This rather dampened by enthusiasm for Godot: https://sampruden.github.io/posts/godot-is-not-the-new-unity...

It's carrying a lot of performance baggage and there seems to be no sense of urgency in fixing it.

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