• Zwiebel@feddit.org
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    3 days ago

    I have no clue about game engines but to me it seems like you’d want to go with either unreal for the latest and greatest tech or godot for independence/control

    • passepartout@feddit.org
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      3 days ago

      Unity is easy for beginners (that already know C# or at least Java) and has a really mature ecosystem. Unreal seems to be harder to get into but a beast in regard to possibilities.

      I have used Godot last year and their own language is kind of neat. Similar to python with the added bonus of a type system (not mandatory) and a lot of paradigms like OO and functional patterns supported out of the box. Their IDE also got better / more stable over the last years (especially after the Unity fuckup).

    • KubeRoot@discuss.tchncs.de
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      3 days ago

      Unreal, latest and greatest? Hah, good one! It might be latest, but Lumen can go die a hole, and fuck every single technology forcing more reliance on temporal accumulation. Also fuck screenspace reflections, those are basically designed to look good in specific cinematic shots while causing artifacts all over the place while actually playing.

      Unreal these days is more like making the game run 10x worse and take up more space while looking better in specific cases.

      I definitely agree with having more people try Godot, especially if they’re willing to contribute when they run into roadblocks they have to fix.

      • pivot_root@lemmy.world
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        3 days ago

        They put out an engine that offers unoptimized shortcuts for traditional development techniques, replacing LODs with Nanite and introducing Lumen as a low-effort way to produce “realistic” lighting.

        Both of those fall short of acceptable performance and visual stability quality during real-time rendering, but who cares about that when they make development faster and do a good enough job for prerendered trailers? /s

        • boonhet@sopuli.xyz
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          3 days ago

          I mean you actually don’t have to use either feature though? You can still do LODs by hand and the community recommends it unless you have particularly high poly models, where nanite can actually do its job

          • KubeRoot@discuss.tchncs.de
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            3 days ago

            As far as I know, if you go that way, you’ll find yourself fighting the engine as all the other tools are being adjusted to fit nanite+lumen+TAA, and you’ll still get bad results. That’s on top of them just not developing solutions that work without that whole stack.

    • jellyfishhunter@lemmy.world
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      3 days ago

      Yes, but Unity keeps an advantage considering pure compatibility, not only with the target platform (many mobile games run Unity), but also other technologies (AR is a good example).

      However that’s usually more interesting for industry than actual game development, so your point stands.

        • Carrot@lemmy.today
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          3 days ago

          The only missing ones these days are consoles, since they have proprietary codebases that Godot doesn’t support. There are companies/tools you can pay for to port them over, but those are really expensive ($800/year for the most popular one)

        • jellyfishhunter@lemmy.world
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          3 days ago

          Yeah, I’ve heard they manage XR now, though it was fairly bare bones last time I checked.

          I can’t say if it’s on the same level of what the industry would like to have though. I’d like to use Godot more, though I’m stuck with Unity in my job, mostly because switching engines doesn’t make sense at this point.

          But I would consider Godot for any new project and definitely recommend everyone else to do the same.