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you must go forth and be holystate machines are a pain in the ass to setup properly but it's either that or a gorillion if/elif statements and a thousand bools so this has been my life the last two months cool haha yay shoot me
not necessarily hard just very tediousWTF are you doing that a fucking state machine is a pain??
not necessarily hard just very tedious
unity bought probuilder a few years back, it's often used for whiteboxing but might be enough for now or to be used as a springboard laterI was planning to use Unity for 3d game development but so far it doesn't seem to have a proper map-making tool like Valve's Hammer Editor. Wokot doesn't seem to have one either and it looks like it could barely handle 3d graphics, and I'm not even trying to make photorealism-slop.
japenis people will not only have stronk indestructible cars, but they will have even stronger game engines lol.Toyota is working on a performance-focused 3D game engine because they dont like how Unity, Unreal, and Godot run on their car interfaces.
Roadmap includes implementing the Jolt physics engine.
Will you be flourite-maxxing?
Bit weird that it uses Dart. That language technically has a foothold but it has this perpetual air of "thin ice".Toyota is working on a performance-focused 3D game engine because they dont like how Unity, Unreal, and Godot run on their car interfaces.
Roadmap includes implementing the Jolt physics engine.
Will you be flourite-maxxing?
broke: developing for x64 and ARMToyota is working on a performance-focused 3D game engine because they dont like how Unity, Unreal, and Godot run on their car interfaces.
Roadmap includes implementing the Jolt physics engine.
Will you be flourite-maxxing?
Toyota is working on a performance-focused 3D game engine because they dont like how Unity, Unreal, and Godot run on their car interfaces.
Roadmap includes implementing the Jolt physics engine.
Will you be flourite-maxxing?
some do some don'tDo people bother building their own engines, or is it better to just use Unity, Unreal, Godot, etc?
Besides meme videos like “i built my own engine in command prompt” the only people making their own engines are large studios, and even theyre moving to unreal. Many older games used their own engines because Unity was shit at the time and the performance boost was worth it.Do people bother building their own engines, or is it better to just use Unity, Unreal, Godot, etc?
Selfish for me to say, but I wish the old studios who abandoned their engines would Open source them, the more game engine options the better, even if people still would end up in Unreal.the only people making their own engines are large studios, and even theyre moving to unreal.
The two most famous gamedevs who commonly say "just build your own engine bro" are Notch (hasn't made a game in 10+ years) and Jonathan Blow (hasn't made a game in 10+ years)Do people bother building their own engines, or is it better to just use Unity, Unreal, Godot, etc?
I would not trust any of these engines to not rugpull me halfway through development by doing something stupid like retroactively changing how much money I have to pay them or banning contributors while there's major features left in a bad state. I think the freedom of a custom engine is worth it too since you can cut corners more effectively and that's probably the unspoken most important part of solo game development. No reason having to deal with a full 3D rendering pipeline when your entire project is flat images in a 2D grid.Do people bother building their own engines, or is it better to just use Unity, Unreal, Godot, etc?
that or you are making a game that doesn't need 99% of the features that come with a commercial engineIn my experience you only really end up making a new engine if you have specific rendering needs that Unity and Unreal dont fill.