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Joined 1 year ago
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Cake day: October 20th, 2023

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  • By “one-time learning cost” I meant that to learn how to do a thing in UE5 you will have to spend 95% of time learning things you won’t ever need to understand that 5% that you actually want.

    That is learning anything that isn’t just “ChatGPT, how do I do X?”. Also, once you learn how to use blueprints you know how to do basically anything a hobbyist game dev would want.

    Which is not dissimilar to Unity or Godot. You learn the basic concepts and then it is mostly a matter of experimenting or looking up how to do isometric camera angles or whatever.

    But honestly? it sounds like you don’t want a game engine. You want a framework. In that case, RPG Maker is great for making a top down square style JRPG. Unreal is great for an FPS. And so forth.


  • but one-time cost in terms of learning may be too much

    If a slow startup of the editor the first time you start it is enough to end your career in game dev: you never had one.

    And any good tutorial resource will do something like “Okay. Now start up that engine. Yes, do it now. Okay. It might look like it is unresponsive but that is because it is compiling shaders. Just leave that running and let’s start talking about some core concepts…”

    If you’re going to use 5% of its features, having to go through the rest 95% when learning how to do things is a big distraction and productivity killer

    It is a philosophical difference. But the reason I still suggest folk “learn with” UE is that it is, mostly, consistent between all the different kinds of games you may want to make. Which… is a leading cause of said performance issues when you start pushing things but more on that in…

    Also, there is a surge of AAA games made in UE5 that have critical performance issues that developers struggle to fix for extended periods of time after release

    Now. First and foremost: That means nothing for a hobbyist learning and making a game with their kids or spending a few hours a week for a few months until they give up.

    As for the A-AA space (AAA means something, god damn it): That is not something that an individual developer is going to have any say in. That is going to be a corporate decision and it is almost exclusively going to be that company’s engine (ha, Frostbite) or Unreal because UE is the industry standard and there is a lot of value in being able to rapidly onboard a new hire or a contractor.

    As for performance for those corporate games? That is really no concern for the hobbyist scale and is a much more complicated question related to allocating resources and time. But if there being poorly performant games made with an engine disqualified that engine: NO engines would exist.

    Why though? Just use other engine and you’re good.

    This gets back to the optimization side of things. You should not need to go through and migrate the critical path from gdscript to c# or even c++ just to test out your game. You want your development system to be significantly beefier than your target system so that you can rapidly iterate and debug. Get it working, profile it, and then optimize it. And… get a new respect for all the devs with “Unreal Engine games run like shit” games because you now realize that the optimization step might be months or even years of your life and you ain’t got time for that.

    Other engines may or may not be more performant for debugging a specific “level” of fidelity. If you are at the point where your engine’s editor’s system requirements are limiting your ability to develop: You and your users are going to have a very bad time.



  • UE is a beast to run (and has incredibly shitty linux support if you want to use the marketplace or any plugins…). But basically everything you listed is a one time cost or just an indicator that you probably shouldn’t be developing medium fidelity 3d games on a potato.

    Honestly? For “hobbyist” 3d games, Unity is still the king. Godot is awesome but a lot of the core loops and flows are very much geared with 2D first and the performance of 3D games is a hotly contested issue. I would still say that Godot’s 3D “performance” is better than Unreal’s 2D but… that is an incredibly low bar.

    And in terms of workflows? UE is more than a bit convoluted but with stuff like blueprints it is probably the most consistent tool out there (so long as you never try to do a 2D game). Unity is a distant second. And Godot is great but it also reeks of an open source project that is being designed and redesigned in real time (just look at how file IDs are handled…). Not the end of the world if you understand the core concepts but also not something people are generally going to learn without a lot of trips to the forums (or watching youtubes of people who did said trips for them).









  • Yeah…

    Spend some time in the “I hate reddit and am glad I am never going back but do you think reddit still thinks about me and hey, can I take a picture of your penis and send it to show reddit that my new boyfriend is massive?” communities. LOTS of the folk around here have those “I was banned for absolutely nothing” mentalities.

    And it shows with how fast people are to “clown on” folk with just blatant insults.

    Those folk aren’t at all exclusive to hexbear.


  • Lemmy, in general, is left leaning with the lead dev and “main” instance being unabashedly tankies.

    Hexbear is the big instance of people who are so fucked they tend to get banned even from there. The ml crowd is generally still worth talking to. Whereas the hexbear crowd immediately jump to harassment the moment they decide you failed a purity test because you advocated for a social program rather than insisting the entire system needs to be burned down and a managed economy run by putin put in its place.

    Needless to say: Anyone who spends enough time “on lemmy” is either on an instance that banned hexbear or muted them themselves.






  • Actually, Illusory Wall’s “How was the Dark Souls DLC Discovered?” video is probably the best example of what preservation of games actually IS and why “I can’t play that SNES” has little to do with it.

    At a high level: Dark Souls 1 was notorious for how incredibly convoluted and stupid the path to the DLC is. It involves killing a boss, reloading the area, talking to an NPC at the back of a cave you might not even see, reloading, killing a DIFFERENT enemy in a completely unrelated spot in the world, reloading, and then going back to that original spot.

    And there is over a decae of discussion on how people even found that and lots of nonsense theories. And IW actually searched through a mixture of blog posts, press releases, youtube videos, and even message boards to paint a picture of what actually happened. And… it is very very different.

    A friend (who actually IS a curator) watched that and immediately compared it to the idea that guns are why the concept of an armored knight went away. At a very high level… it isn’t wrong. But people assume it has to do with penetration and ignore that we were sending folk into battle in what was basically plate armor all the way up to WW1 (and there are very good arguments that a modern plate carrier isn’t that far off from what a conquistador would wear).