Unreal vs. Unity Opinion
101–110 of 319 posts
Re: Unreal vs. Unity Opinion
#102Earlier quoted context omitted.
I've made several games in Godot and continue to use it, but it has serious issues that hamper it from prime time. Here are some I've encountered in my latest project, a point-and-click adventure in the vein of Myst - When playing non-OGV video files there will always be a black screen in the first frame of the video, no way around it - OGV video streams suffer from sound stuttering problems on playback - There are s…
On the other hand, being fully open source means if you've got a good development team you may be able to hack Godot itself to work around whatever limitations are currently biting you the hardest, and your shipped product doesn't lock you into any sort of revenue share or subscription fees because of the engine choice. This seems to be the approach done for the Sonic Colors: Ultimate remaster and as Godot gets bette…
Re: Unreal vs. Unity Opinion
#103Not to tone police that much but I really don't get people like Casey. Like his whole thing is spending a billion years writing his game engine, and then whining about all these "bloated" tools. Just completely dismissive of everything that doesn't align directly with his values (which don't include actually shipping game!) I like people who write their own engines and make bespoke things for fun. Just really dislike…
Just curious, have you seen the new tools in UE5 for prototyping levels? I haven't used older game engines, but these are rapid enough for me for blocking out a level. https://twitter.com/highlyspammable/status/14963145572410982...
Re: Unreal vs. Unity Opinion
#104Is Godot out of the question? Is it mostly a performance thing?
The stock editor workflow is solid enough and overall fairly pleasant, but the documentation is abysmal, features aren't up to par with the Unity of even a decade ago, and code quality is "improving". I also have absolutely no clue why the world needed an even worse rehash of python that has absolutely no compatibility with any of the python ecosystem. I've read their blog post. I still do not understand.
Godot 4 looks much more promising on the feature front, GDNative is passable, and at the very least, you can fix the engine yourself if you need to. I don't feel much of a sense of loss from ditching Unity.
Re: Unreal vs. Unity Opinion
#105It depends on your projects needs. I built a music visualizer in Unity, and have no idea how I would of done this in Unreal. It was a small project, and I'm already using it to make videos. My biggest issue with Unreal is how hard anything is outside of Blueprints. C++ is much harder than C#, for my project I both load audio files locally ( you select your own music to play), and download some from a server. I'm pret…
Re: Unreal vs. Unity Opinion
#106Having worked in Unity as a hobbyist for about a decade and considering the switch to Unreal due to obvious issues Unity is currently facing (3 rendering pipelines being the main one), I'd like to hear more input from the programmer experience in both engines. I think C# in Unity hits a really nice sweet spot: You have a powerful and expressive type system, can use nice high level features like async/await, you get (…
What's the standard compile time for a short iteration in Unity's C#? I use C++ in UE4 as much as possible and even the iterative compile time with LiveLink breaks my iteration flow. BP is great for iteration but I keep as much in C++ as possible and this has made things much easier to maintain. At the moment I'm trying to prototype in BP then move completed stuff to C++.
Re: Unreal vs. Unity Opinion
#107Earlier quoted context omitted.
Just curious, have you seen the new tools in UE5 for prototyping levels? I haven't used older game engines, but these are rapid enough for me for blocking out a level. https://twitter.com/highlyspammable/status/14963145572410982...
ProBuilder and ProGrids (I think ProGrids is still 'experimental' but easy to install) do all of this for me.
When I used ProBuilder and ProGrids, the workflows there weren't quite as intuitive for me. Not bad, I just didn't put the time in to get comfortable with them.
Re: Unreal vs. Unity Opinion
#108Not to tone police that much but I really don't get people like Casey. Like his whole thing is spending a billion years writing his game engine, and then whining about all these "bloated" tools. Just completely dismissive of everything that doesn't align directly with his values (which don't include actually shipping game!) I like people who write their own engines and make bespoke things for fun. Just really dislike…
If you look at the background Casey was in, then his thought process becomes a bit understandable. He worked for a long time doing R&D at RAD Game Tools, which is a company that provided various game development middleware and tools. So his interests naturally gear more towards low-level game tools/systems development rather than high-level design and scripting, which is why he couldn't understand the value propositi…
Just to be clear, he came into the project much later and didn't contribute nearly as much to the game as i.e Jonathan and Ignacio.
Re: Unreal vs. Unity Opinion
#109Earlier quoted context omitted.
> Also, while I'm generally a fan of C#, I think it was somewhat of a poor choice for games. What do you think would be better? C++ is too verbose and full of footguns, and python and javascript are dynamically typed (which is imo bad for learning, because the error messages happen at runtime instead of compile time). I'm a big fan of rust, but even using the Bevy game engine has occasionally reminded me that I appre…
GDScript in Godot does not use a garbage collector but has a nice Lua-like feel. Personally I like pure C best
Re: Unreal vs. Unity Opinion
#110Earlier quoted context omitted.
Why does every game engine seem to write their own language? Why not choose an existing one - in this case C# seems like an obvious choice because it's already used in another major game engine and seems to be well liked.
First of all, you need to understand that all current (serious) game engines primarily use C++, in order to provide maximum performance at the low-level. But C++ is incredibly unproductive as a language for actual high-level game development, since C++ takes ages to compile and has more weird and dangerous footguns than any other language. So developers often end up binding a scripting language onto their C++ core, s…
I don't think that it's actually very hard to do it, I've done it easily for Java and I think I remember doing it for c# as well: https://docs.microsoft.com/en-us/dotnet/core/tutorials/netco...
It's honestly just a few lines of C code that you point at some c#/java method and run it. The truth is probably that people want to invent their own languages for their own reasons, e.g to have full control. Personally I've never understood that which is why I know so much about language interop now. Embedding is even easier for various scripting languages. I've also done interop for Dart. I don't like Lua but I've also looked at how easy it is for that. Imo there is no justification for game engines not having a C API so that everyone can code in whatever language they prefer.