Live data from Hacker News

An Unreal Decision

martiancraft.com

11–20 of 105 posts

Re: An Unreal Decision

#12

Earlier quoted context omitted.

If you're interested in writing games in Javascript, you might like to take a look at PlayCanvas [playcanvas.com] which has Unity/UE4-like tools for building WebGL/Javascript games.

Has WebGL solved the local storage limitation yet? I've been waiting for a few years for that. There's still no way to "install" a game into a browser, as far as I know, and redownloading 1GB+ of assets every time the game loads isn't an option.

If, for whatever reason, you're hell-bent on producing a AAA-quality game with javascript and WebGL, you could always use something along the lines of node-webkit[0] and distribute it the usual way.

Personally, I rather significantly doubt that people would play more AAA games if they could download them in their browser rather than Steam.

[0] https://github.com/rogerwang/node-webkit

Re: An Unreal Decision

#13

Side question. Where do single indie developers get the artwork for games?

By hiring a graphics person or by creating it yourself.

There are some free assets out there but they're mostly low-quality and the few production-quality ones are used in numerous low-quality games.

Re: An Unreal Decision

#14
post #3

I recently started getting to know Unity3d and it was extremely easy and quick to learn. One annoying discovery was that their variant of JavaScript is not real JavaScript, it's "UnityScript". It took me quite some time to convert a simple script that I had written for node.js to UnityScript. I need the pro version of Unity3d to generate iOS, Android or VR games for the Oculus Rift. For someone who is just doing a bi…

Why would you choose to develop for a game in JavaScript anyway? The language devs use for Unity tends to be C#. The design of the language fits the framework much more. I've been using C# with Unity and using JavaScript on webpages for years and JavaScript has always been much more cumbersome and error-prone to write nontrivial logic in. So many errors all the time that would've been found at compile-time in C#. May…

Unity's JS is different. It's all Mono under the hood. It's not at all like working with browser Javascript.

Re: An Unreal Decision

#15
post #3

I recently started getting to know Unity3d and it was extremely easy and quick to learn. One annoying discovery was that their variant of JavaScript is not real JavaScript, it's "UnityScript". It took me quite some time to convert a simple script that I had written for node.js to UnityScript. I need the pro version of Unity3d to generate iOS, Android or VR games for the Oculus Rift. For someone who is just doing a bi…

> Anyway, I hope Unity will be competitive again regarding pricing with the imminent announcement of their 5.0 release.

The last couple of paragraphs from this Unity blog post from today seem to indicate that they are happy with the current pricing:

http://blogs.unity3d.com/2014/08/14/building-and-maintaining...

Re: An Unreal Decision

#16

Earlier quoted context omitted.

If you're interested in writing games in Javascript, you might like to take a look at PlayCanvas [playcanvas.com] which has Unity/UE4-like tools for building WebGL/Javascript games.

Has WebGL solved the local storage limitation yet? I've been waiting for a few years for that. There's still no way to "install" a game into a browser, as far as I know, and redownloading 1GB+ of assets every time the game loads isn't an option.

AppCache?

Re: An Unreal Decision

#17
I may eventually do the same for a project I'm working on, although for me the draw would be UE's battle-tested network prediction code.

For visual programming in Unity, there's PlayMaker -- an add-on available from the asset store. It allows creation and graphical editing (and graphical runtime debugging) of FSMs (though not hierarchical FSMs). It's quite a good implementation of a FSM / event / action framework. It's basically superior to some tech I spent half of 2013 developing for an in-house proprietary engine.

I agree on the collaboration problems. Even with purely text-based serialization, collaboration is one of Unity's weak points.

Re: An Unreal Decision

#18

Earlier quoted context omitted.

Has WebGL solved the local storage limitation yet? I've been waiting for a few years for that. There's still no way to "install" a game into a browser, as far as I know, and redownloading 1GB+ of assets every time the game loads isn't an option.

If, for whatever reason, you're hell-bent on producing a AAA-quality game with javascript and WebGL, you could always use something along the lines of node-webkit[0] and distribute it the usual way. Personally, I rather significantly doubt that people would play more AAA games if they could download them in their browser rather than Steam. [0] https://github.com/rogerwang/node-webkit

Why wouldn't you want to produce a AAA-quality game with javascript and WebGL? It should be the default, not some crazy thing.

The best argument against javascript + WebGL is "javascript is bad." But the disadvantages of JS are sometimes strengths. The lack of static typing, for example, allows a REPL. It's true that with an average gamedev team, you'll get below average results. But with an above-average team, powerful languages tend to translate into stellar results.

Oh well, I guess I'll wait a few more years for browser vendors to implement some kind of concept of a webapp installation.

Re: An Unreal Decision

#19
post #13

Side question. Where do single indie developers get the artwork for games?

By hiring a graphics person or by creating it yourself. There are some free assets out there but they're mostly low-quality and the few production-quality ones are used in numerous low-quality games.

Why aren't more production quality ones free or available for sale? It seems like it might encourage more foss games?

Re: An Unreal Decision

#20
post #9

As someone who tried to develop a Unity game on a big team, it was hell. The collaboration is horrible, there are conflicts all the time for no reason. Simply getting the source, running the game and updating would produce conflicts. We also had to buy the cache licenses to make it somewhat workable. But the worst was the support. It was worthless. Anytime we would open a ticket, they would simply google and return u…

Wow, that's horrible. So what do you recommend?
Post reply on HN