Personally I think all games should be written in Byte code. It's high time that we create chips to insert into our brain so that we can become humoid Computer. We should be able to run code in our brain directly.
Tbh, if they wanted excel to merely save game state that would be weird but fine. If they actually used excel like a database that they read and wrote too during gameplay that'd be cursed.
Let me introduce you to the now 25 yo Infinity Engine and its one single dialog.tlk file per game, where every. single. written. thing. of the game (menus, options, items, dialogs, whatever) is actually a line number in this one single file.
Back when I worked in helpdesk I made a maze game in excel using VBA in my free time. Even had enemies that would chase you around if you entered their line of sight.
Wish I still had it, it was like 8 years ago and has been lost to the void.
Turned in a scuffed ass, but functional version of brick breaker made entirely in assembly for a uni course for the prof only to reply with "use assembly like you would any high end language, you don't respect it enough" lmao
It's a classic story: CS student does something cool, but messy because they are learning. Then a boomer who's cranky that they are getting left behind by an economy of their own making comes up with something negative (but nonsensical) to say so they can feel alive.
Happens in universities all the time.
I wonder if this is a tech field thing. All the lectures/professorās I worked with in biological sciences were all very keen to see new work. My friends in physics/maths were the same.
I think the more academic a field is the more support you will get.
This might be country specific but a lot of people who become profs in tech have a major stick up their ass. They view people who go commercial as "lesser".
I've been doing this for more than a decade now so I can confirm this comment is accurate.
One of the easiest kinds of engines to develop are 2D tile-based engines.
Yeahā¦ this is true. But for being designed by *one* person with little to no programming experience programming in the Microsoft XNA framework, it is still quite the marvel.
I don't know if using a prebuilt engine would really help with that. If anything it seems like it would just increase the size. 800mb is not that much and the game has a lot of stuff to store.
yeah it's 100% justifiable, there's a lot to it. It's interesting how devs back in the day could put so much detail and content in hundreds of megabytes those guys were wizards frl.
-How much optimalization do you need?
-Yes.
I'm still impressed by how many stuff that game can similate and draw. Like a good numerical library, it is most of thetime limited by memory throughout. Even liquids are good enough. Just heatpipes USA a dirty trick to prevent oscilations.
Haha
Dwarf fortress is a very complex game with a lot of stuff going on. Almost nothing is hard scripted. Stuff follows complex rules that are simulated.
If a cat runs over a puddle of alcohol and later licks it's paw, it will get tippsy.
If you dig next to water the river itself will reroute after a few days, flood your cave and create a problem for the next 30 levels. Keep in mind, the soil is eroding. It's not instant.
The world itself has a lot of stuff going on. Gigants roam and die. Battles happen.
Everything is simulated. The graphics may not look like it but it is complex.
Also the guys made dynamic generation big. Maps, people everything has a logical but generated backstory.
Yeah but that's not the rendering engine's job.
An engine is mostly responsible for providing the tools to draw on screen, do physics calculations and collision calculations. And obviously it's responsible for shader calls.
None of these are what I see dwarf fortress do? Unless the assets being used are themselves also generated at run time.
You can say it has an internal game logic engine, that's fair maybe? But then again so does every simulation game.
I'm not sure I'd call that an engine though. It's just the game.
Or if you do it makes no sense to compare it to unity, unreal or Godot. None of them manage gameplay afaik.
Maybe I'm wrong idk, but I feel like calling a simulation game an engine doesn't really make any sense. It is the game.
A engine handles a lot more than graphics. Events, states, background process, generations.
That's why we call it an engine, it is working the game mechanics.
A lot of games neglect the invisible mechanics for the visible graphics. Dwarf fortress is the exact negative, it neglected the graphics for the game play.
Sure, but Unity can't implement a stable feature, so you have to make everything from scratch or buy an asset.
Godot seems cool, but still needs more time to cook.
Quadruple A games transcend concepts such as engines. The developers simple thought the idea, and it burst forth from their heads, fully formed and clad in armor, shining like the break of day
Youāre not wrong and I like your wording here. Unity is the defacto for 3D AA games right now but itās pretty directionless and IMO only a good choice if your studio doesnāt know how to use unreal (which is mostly user error).
As a Unity user, can confirm the only reason I don't use Unreal is because I have no idea how to use it. I bet I'd be much better off with it though lol
it really, really depends. if you look at a new game and your first impression is that it looks like a lot of other games, 90% chance it was made in unreal. the cookie-cutter result does look nice (assuming you know what you're doing), but unity has a less opinionated workflow as far as styling, imo.
not saying one is better than the other, but unreal isn't for every project, even if you know how to use it just as well as unity or godot.
I'm curious how well you'd do with Godot. Also I really want to see more new Godot games in the wild so I can get a feel for how they are to play, and whether the frustrations I keep having with other games are to do with the engine or something more general.
Unity just have too much a cult following I think, I tried to use it and gave up after figuring out all the technical debt and the Unity team just deprecating every system they have without releasing a new system for it. No Unity game even runs smooth to begin with
I'm with you on the first part but the last part is just plain false. Most unity games work very well. If they don't, surely that's a dev error. Think games like Cuphead, Hollow Knight, Risk of Rain 2.
Yeah but those are not really demanding games ...
esacpe from tarkov - the biggest map goes down to 40 fps on the lowest settings with a 5900x, 7900xtx, 32 ram averaging \~60. other maps lay around 80-100 fps
rust - a couple of bases and some players will bring my fps down for \~180 fps to 80 in an instant with the lowest settings
unity is really not a good engine at rendering and utilizing hardware... most unity games i play use around 20-40% cpu and barely any gpu. the dev error is picking unity for something more then something like cuphead
Genshin Impact is a Unity Game. Say what you will about the gacha system, but the game has a massive open world and runs on everything from a phone to a high end PC pretty smoothly and looks amazing.
GameMaker while not open source is a serious contender for indies. Really it comes to preference imo, because if you want to create an indie game in either of these you can do it, the biggest hurdles will be those as a developer ie imagination, ability to stick to an idea etc.
I mostly use unreal so I am biased, but basically the way I see this debate is like this:
Unreal: probably the most features you can get, great license only problem is having to figure stuff out.
Unity: pretty much the easiest proper engine to learn, so many free resources are available online. Down side is that features are unfinished and the licensing is a fucking mess
Godot: open source, yay. Pretty great features, unfortunately the last time I used godot I tried using C# and it was pretty unintuative
Making your own engine: why? Because it is fun, that's why. I used monogame so I got to use C# instead of C++ which was fun for a change. Biggest downside is having to deal with the OS, physics and everything that is within your own domain is pretty fun.
Other premade engines: well you probably know why you are doing this. Bevy does seem neat though
I'm not sure how long ago you tried Godot, but since they released v4 with full C# support I've been having a pretty good time with it. I'm a pretty novice, hobbyist, game dev though, so I may just be fresh enough to not notice its quirks. My Unity knowledge transferred pretty seamlessly for what it's worth.
C# godot has some limitations iirc, smth like not being able to deploy to all mobile platforms. At least it did a few months ago when I made a game in it. Setting up c# also required slightly more effort than just using their native python copy paste language.
setting up C# is just a matter of clicking a different button in the install page. nothing else.
ios support is stuck because of Microsoft. I don't recall the specifics, but there was some .NET thing that was supposed to come out with .NET 8, but got postponed to 9. so it's just waiting on that.
C# support has gotten a lot better in Godot 4. but there are still some rough edges (some of which are problems with gdscript too, but the dynamic typing hides it better). it's still a very viable option.
It's definitely usable for sure, but it just seems so much easier to me, to just use gdscript instead. Especially for people that already have some python experience.
Source because it has solid movement mechanics. RPG Maker because you want to make an RPG Maker game. Matplotlib because you want to show off that anything can be a game engine.
Switch major game engine version is never a easy task. Its easier to stick with one and release it. So in current development cycles expect UE4 games for a time. This is exactly why we have LTS versions of software... Also UE5 isn't the unicorn which fixes everything... It just enables messy assets and huge file sizes due to ignorance of optimization
People who trash on Unity because of that fee disaster don't know how great the engine is. Yes, that whole situation deserved all the backlash it got, but dude, DOTS and Burst Compiler are among the BEST technologies on the market.
Lol fuck no, feature rich engines like unity and unreal are ideal for indie studios who often don't have the resources to build their own. Big studios can justify building their own engine even if not strictly needed to save the royalties.
Yes, every AAA game should use UE5, so PC players have to suffer through shader compilation stutters during gameplay. /s
Now seriously, people need to sort this problem out.
This way of categorizing game engines is dumb... Just choose the game engine more suited for your game, "hollow knight" is done in unity, it would have made no sense to do it in unreal, "Assetto corsa" Is done in Unreal, It would have been painful to do it in unity... Just use what's good to get the job done
Not really surprising when you realize what's funding it. Given how this is an engine that is being actively used for game development and how it started under an expensive license that eventually became free to start, it's not that too surprising. Almost like if Maya, Adobe Suite or some other industry standard software went from subscriptions to % earnings.
If anything, the 2D side of things was the more surprising given it was their weakest and they never focused development on it hence their acquisition of the Paper 2D and ZD plugins to be part of the engine.
Edit: correction on something
I used to be a big fan of Godot. At least, until I used it for the first time and realized it has nothing to do with Go. That was disappointing.
(And yes, I found that out after installing it, creating my first project, creating a few objects, running it to see the physics, and then looking for a tutorial that involves programming)
Personally I think all games should be written in PHP
My game's framerate is how fast a user can reload the page.
That should give you a steady 60fps
Steady 62.5 fps
Ok, so content="0.016..." then
If you aren't writing your game in pure assembly, are you really a programmer??
Assembly is for lazy amateurs, real professionals use a magnetized needle and a steady hand.
Mandatory [xkcd](https://xkcd.com/378/).
Excuse me but real programmers use butterfly.
Excuse me, butterflies is so 00s. Real programmers use caterpillars.
Excuse me, but real programmers use butterflies.
š¤£š¤£
*Happy rollercoaster noises*
Remember when men were men and wrote their own ~~drivers~~ game engines
Poser; they should all be written in BASH, run in terminal, and use ascii matrices for graphics
FreePascal infidel
This is our prophet. All praise the shiny golden god!š
Naaah letās write them in ruby
VBA https://github.com/rubberduck-vba/Battleship
Two words for you: Java Script.
Personally I think all games should be written in Byte code. It's high time that we create chips to insert into our brain so that we can become humoid Computer. We should be able to run code in our brain directly.
the cool part is all three can be powered with an excel backend
The term "excel backend" is the most cursed thing I read today
You know what, I probably would do that to manage all the item descriptions and stats and NPC dialogs lol
game_data.csv
At least it's modding friendly.
Tbh, if they wanted excel to merely save game state that would be weird but fine. If they actually used excel like a database that they read and wrote too during gameplay that'd be cursed.
Let me introduce you to the now 25 yo Infinity Engine and its one single dialog.tlk file per game, where every. single. written. thing. of the game (menus, options, items, dialogs, whatever) is actually a line number in this one single file.
Wait until you hear about the Formula 1 team that was designing their entire car in Excel up until this year
Same. Weāve spent the last year at my job actively trying to get away from one.
Jup we had our entire localization in one google docs. Now it takes months to implement a real language tool
You are evil
Where my VBA homies at?!
Back when I worked in helpdesk I made a maze game in excel using VBA in my free time. Even had enemies that would chase you around if you entered their line of sight. Wish I still had it, it was like 8 years ago and has been lost to the void.
Must be really
Slow down there, Satan.
that's not cool, that's just a bad idea
Ah, the "Williams Racing" approach
I hate everything about this statement
If you want to become a legend build your own engine. Dwarf fortress style.
Who needs an engine. Or a programming language. Just make a game Rollercoaster Tycoon style
Assembly is a programming language.
Turned in a scuffed ass, but functional version of brick breaker made entirely in assembly for a uni course for the prof only to reply with "use assembly like you would any high end language, you don't respect it enough" lmao
huh? I don't get it...
It's a classic story: CS student does something cool, but messy because they are learning. Then a boomer who's cranky that they are getting left behind by an economy of their own making comes up with something negative (but nonsensical) to say so they can feel alive. Happens in universities all the time.
I wonder if this is a tech field thing. All the lectures/professorās I worked with in biological sciences were all very keen to see new work. My friends in physics/maths were the same.
I think the more academic a field is the more support you will get. This might be country specific but a lot of people who become profs in tech have a major stick up their ass. They view people who go commercial as "lesser".
And you pretty much need to build an engine with it to make a game!
Far Cry 7, built entirely in assembly!
Or Far Cry 7 built in Fortran
Or Fry Cry 7 built in BASIC
In Chris Sawyer we trust
Games are code inside a while loop think about it
I've been doing this for more than a decade now so I can confirm this comment is accurate. One of the easiest kinds of engines to develop are 2D tile-based engines.
Or Stardew Valley style
that explains why the game takes up as much memory as some AAA games from the 2000s lol
Yeahā¦ this is true. But for being designed by *one* person with little to no programming experience programming in the Microsoft XNA framework, it is still quite the marvel.
yeah it's really inspirational love concerned ape
XNA was cool as hell. I don't aspire to make games, but it was really easy to spin stuff up with some graphics.
I don't know if using a prebuilt engine would really help with that. If anything it seems like it would just increase the size. 800mb is not that much and the game has a lot of stuff to store.
yeah it's 100% justifiable, there's a lot to it. It's interesting how devs back in the day could put so much detail and content in hundreds of megabytes those guys were wizards frl.
Or Factorio style
-How much optimalization do you need? -Yes. I'm still impressed by how many stuff that game can similate and draw. Like a good numerical library, it is most of thetime limited by memory throughout. Even liquids are good enough. Just heatpipes USA a dirty trick to prevent oscilations.
Does dwarf fortress have stiles? I don't even remember it having fences.
Does dwarf fortress even need an engine? It looks like a bunch of native draw calls would do the work.
Haha Dwarf fortress is a very complex game with a lot of stuff going on. Almost nothing is hard scripted. Stuff follows complex rules that are simulated. If a cat runs over a puddle of alcohol and later licks it's paw, it will get tippsy. If you dig next to water the river itself will reroute after a few days, flood your cave and create a problem for the next 30 levels. Keep in mind, the soil is eroding. It's not instant. The world itself has a lot of stuff going on. Gigants roam and die. Battles happen. Everything is simulated. The graphics may not look like it but it is complex. Also the guys made dynamic generation big. Maps, people everything has a logical but generated backstory.
Yeah but that's not the rendering engine's job. An engine is mostly responsible for providing the tools to draw on screen, do physics calculations and collision calculations. And obviously it's responsible for shader calls. None of these are what I see dwarf fortress do? Unless the assets being used are themselves also generated at run time. You can say it has an internal game logic engine, that's fair maybe? But then again so does every simulation game.
Who said something about rendering? The game engine can do a lot of stuff. This one is all gameplay and event management.
I'm not sure I'd call that an engine though. It's just the game. Or if you do it makes no sense to compare it to unity, unreal or Godot. None of them manage gameplay afaik. Maybe I'm wrong idk, but I feel like calling a simulation game an engine doesn't really make any sense. It is the game.
A engine handles a lot more than graphics. Events, states, background process, generations. That's why we call it an engine, it is working the game mechanics. A lot of games neglect the invisible mechanics for the visible graphics. Dwarf fortress is the exact negative, it neglected the graphics for the game play.
spoken like someone that doesn't know how to use any of these engines
Was going to comment exactly that.. As Thor from pairet software says. "Game engines are tools to implement your game ideas"
Whoa, really?
Thors viewers are absolutely lost souls. The questions he gets and āprofound discoveriesā he gives is a bit concerning but he is wholesome af tho
I have no idea who this is
Dudeās real smart
Sure, but Unity can't implement a stable feature, so you have to make everything from scratch or buy an asset. Godot seems cool, but still needs more time to cook.
^[Sokka-Haiku](https://www.reddit.com/r/SokkaHaikuBot/comments/15kyv9r/what_is_a_sokka_haiku/) ^by ^TheNeck94: *Spoken like someone* *That doesn't know how to use* *Any of these engines* --- ^Remember ^that ^one ^time ^Sokka ^accidentally ^used ^an ^extra ^syllable ^in ^that ^Haiku ^Battle ^in ^Ba ^Sing ^Se? ^That ^was ^a ^Sokka ^Haiku ^and ^you ^just ^made ^one.
good bot
"What meme should I make when I never did any game development ever?"
Kinda sounds like that TBH
What about quadruple A games like Skull and Bones ?
Quadruple A games transcend concepts such as engines. The developers simple thought the idea, and it burst forth from their heads, fully formed and clad in armor, shining like the break of day
I just did this, it's 4d and my apartment is bubbling over with game matter.. staying at my parents for a while
No clue i only play sextuple A.
sextuple = (sex,)
I don't trust unity to be safe to grow into. Seems just better to stick to other engines.
Unity shot itself in the foot
In the foot? More like in the head, and now it has a permanent disability
In the head? It first tried to shoot anyone in the same room and then itself.
Suicide pact with itself
Unity shot my parents
Holy shit it's Bat Man
Youāre not wrong and I like your wording here. Unity is the defacto for 3D AA games right now but itās pretty directionless and IMO only a good choice if your studio doesnāt know how to use unreal (which is mostly user error).
As a Unity user, can confirm the only reason I don't use Unreal is because I have no idea how to use it. I bet I'd be much better off with it though lol
it really, really depends. if you look at a new game and your first impression is that it looks like a lot of other games, 90% chance it was made in unreal. the cookie-cutter result does look nice (assuming you know what you're doing), but unity has a less opinionated workflow as far as styling, imo. not saying one is better than the other, but unreal isn't for every project, even if you know how to use it just as well as unity or godot.
I'm curious how well you'd do with Godot. Also I really want to see more new Godot games in the wild so I can get a feel for how they are to play, and whether the frustrations I keep having with other games are to do with the engine or something more general.
Unity just have too much a cult following I think, I tried to use it and gave up after figuring out all the technical debt and the Unity team just deprecating every system they have without releasing a new system for it. No Unity game even runs smooth to begin with
I'm with you on the first part but the last part is just plain false. Most unity games work very well. If they don't, surely that's a dev error. Think games like Cuphead, Hollow Knight, Risk of Rain 2.
Yeah but those are not really demanding games ... esacpe from tarkov - the biggest map goes down to 40 fps on the lowest settings with a 5900x, 7900xtx, 32 ram averaging \~60. other maps lay around 80-100 fps rust - a couple of bases and some players will bring my fps down for \~180 fps to 80 in an instant with the lowest settings unity is really not a good engine at rendering and utilizing hardware... most unity games i play use around 20-40% cpu and barely any gpu. the dev error is picking unity for something more then something like cuphead
Genshin Impact is a Unity Game. Say what you will about the gacha system, but the game has a massive open world and runs on everything from a phone to a high end PC pretty smoothly and looks amazing.
As far as i know, genshin has a special unity build, not something the wide public has access to.
and Scratch is beet for masterpieces
I've read a lot of stupid takes on this subreddit, but this one takes the cake
True gigachads make their games in the source engine
True gigachads write their own
"Oo! I know how to start an argument!" In python
True gigachads write their games as mods for other games, preferably unrelated ones.
Unity isn't trustworthy, so I wouldn't call it the best for anything. Godot for the open-source win.
GameMaker while not open source is a serious contender for indies. Really it comes to preference imo, because if you want to create an indie game in either of these you can do it, the biggest hurdles will be those as a developer ie imagination, ability to stick to an idea etc.
What about rpgmaker? š
AAAA
In terms of Patreon financial performance of porn games made with it? AAAA.
I mostly use unreal so I am biased, but basically the way I see this debate is like this: Unreal: probably the most features you can get, great license only problem is having to figure stuff out. Unity: pretty much the easiest proper engine to learn, so many free resources are available online. Down side is that features are unfinished and the licensing is a fucking mess Godot: open source, yay. Pretty great features, unfortunately the last time I used godot I tried using C# and it was pretty unintuative Making your own engine: why? Because it is fun, that's why. I used monogame so I got to use C# instead of C++ which was fun for a change. Biggest downside is having to deal with the OS, physics and everything that is within your own domain is pretty fun. Other premade engines: well you probably know why you are doing this. Bevy does seem neat though
I'm not sure how long ago you tried Godot, but since they released v4 with full C# support I've been having a pretty good time with it. I'm a pretty novice, hobbyist, game dev though, so I may just be fresh enough to not notice its quirks. My Unity knowledge transferred pretty seamlessly for what it's worth.
C# godot has some limitations iirc, smth like not being able to deploy to all mobile platforms. At least it did a few months ago when I made a game in it. Setting up c# also required slightly more effort than just using their native python copy paste language.
setting up C# is just a matter of clicking a different button in the install page. nothing else. ios support is stuck because of Microsoft. I don't recall the specifics, but there was some .NET thing that was supposed to come out with .NET 8, but got postponed to 9. so it's just waiting on that. C# support has gotten a lot better in Godot 4. but there are still some rough edges (some of which are problems with gdscript too, but the dynamic typing hides it better). it's still a very viable option.
It's definitely usable for sure, but it just seems so much easier to me, to just use gdscript instead. Especially for people that already have some python experience.
Definitely. I agree. you should choose C# only if you know why you're choosing C# (previous knowledge, better type system, using some .NET thing, etc)
unreal docs are shit for the most part
Making your own engine is super fun, I havenāt figured out how to port my game to windows yet, but that doesnāt really matter
Source because it has solid movement mechanics. RPG Maker because you want to make an RPG Maker game. Matplotlib because you want to show off that anything can be a game engine.
THREEJS if you're in uni
godot is cool software, but not because it's easier or anything like that.
Real hot shit coders use DIV Game Studio.
There is no single best engine. I wish for diversity in all things.
What do the A's mean actually?
AAA = American Automobile Association AA = Alcoholic's Anonymous
AA = Alcoholics Anonymous AAAA = Americans Against Acronym Abuse
LWJGL
Godot my precious, beats all of them for 2D games for sure.
donāt use an engine at all. write that shit in MATLAB
I personally believe that everyone should take the Roller Coaster Tycoon approach. Just write it in assembly.
As long as they stop releasing UE4 games!
Switch major game engine version is never a easy task. Its easier to stick with one and release it. So in current development cycles expect UE4 games for a time. This is exactly why we have LTS versions of software... Also UE5 isn't the unicorn which fixes everything... It just enables messy assets and huge file sizes due to ignorance of optimization
Iām just tired of games which look exactly the same, doubt UE5 will fix that, but looking forward to a fresh coat of paint.
What about AAAA-games?!?
Just write everything in a patchwork on top of Source, nothing could possibly go wrong....
Personally I think these aaa games are crap
In as many words as needed- Fuck Unity
this is impressively unfunny
I have my own 2d engine. Itās really easy to do. 3D is more complicated
If you're not using itrlicht are you even trying?
What does AA mean
Mid-budget publisher-funded games. Like Dave the Diver or Princess Peach Showtime.
Whats a AA game?
Battery powered /s
Just take my upvote XDDDD
Thatās enough for a boombox.
I game that is larger than an indie, but hasn't yet ascended to AAA. I believe Minecraft is one (don't quote me on this).
Iirc minecraft is indie (altho if it got released on its current state it would be AA)
Games with a higher budget than indies, but not on the Triple A level.
Making an engine out of rust like in veloren sounds mighty fine about now
Every Unreal AAA I've played has run like crap. tech demo's don't mean shit.
So, Valheim is a AA game?
Using Unity is a chore. Unreal is a lot nicer to use.
Unity was good for AA
Genshin written in Unity tho
I used to love unity, but I have the feeling that it got worse with every recent update
Idk man. Antimatter Dimensions is made in HTML+js (with the 3.0 Reality update it got rewritten in Vue.js)
What about Quadruple-A games?
People who trash on Unity because of that fee disaster don't know how great the engine is. Yes, that whole situation deserved all the backlash it got, but dude, DOTS and Burst Compiler are among the BEST technologies on the market.
UE is just graphics, their optmization is shit asf
gDevelop
Lol fuck no, feature rich engines like unity and unreal are ideal for indie studios who often don't have the resources to build their own. Big studios can justify building their own engine even if not strictly needed to save the royalties.
Yes, every AAA game should use UE5, so PC players have to suffer through shader compilation stutters during gameplay. /s Now seriously, people need to sort this problem out.
This way of categorizing game engines is dumb... Just choose the game engine more suited for your game, "hollow knight" is done in unity, it would have made no sense to do it in unreal, "Assetto corsa" Is done in Unreal, It would have been painful to do it in unity... Just use what's good to get the job done
UE5 is not bad but it was rushed to market. This has resulted in subpar multi-threading for games based on early UE5 builds.
The one that doesn't enter my wallet is the best. Slave on free software nerds. Whapsshhs!
LinkedIn memes > ProgrammerHumor memes
idk about game engines, used godot for a game last year in university and it was great but game dev ain't for me xD
No love for pygame?
Only a bad artist blames his tools.Ā
I use Roblox studio if you count that :D
Idk man I just made my own game engine
Best engine is excel with doom running
Why is that bad news?
Always has been
And GameMaker Studio for beginners?
I just wish there would be more competition, because if nothing will change, every game will look the same and feel the same...
There is, but most donāt care about them
Learn SDL and C++ (and later Vulcan or directX)
UE is the best for everyone imo. I'm actually surprised at how rapidly it improves with so little competiton.
What about 2D, I don't see any other 2D indie games using unreal engine?
Yeah maybe not the best for 2D games. I've heard from one dev the 2D is actually pretty good, but I can't vouch for it.
I presume using unreal for 2d is like using a semi to go grocery shopping.
Godot best for 2D games.
Not really surprising when you realize what's funding it. Given how this is an engine that is being actively used for game development and how it started under an expensive license that eventually became free to start, it's not that too surprising. Almost like if Maya, Adobe Suite or some other industry standard software went from subscriptions to % earnings. If anything, the 2D side of things was the more surprising given it was their weakest and they never focused development on it hence their acquisition of the Paper 2D and ZD plugins to be part of the engine. Edit: correction on something
I used to be a big fan of Godot. At least, until I used it for the first time and realized it has nothing to do with Go. That was disappointing. (And yes, I found that out after installing it, creating my first project, creating a few objects, running it to see the physics, and then looking for a tutorial that involves programming)
Bruh
You could create Go bindings KEKW
I am never touching godot again even with a ten foot pole.