[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: sddefault.jpg (53 KB, 640x359)
53 KB JPG
Unity collapsing,Godot forgotten,Crytek forgotten, and GMS is a joke. Unreal/C++ chad devs stay eternally winning.
>>
is SFML any good in the modern day or is SDL3 the correct thing to use?
>>
>>738314760
SFML is easier to learn but alot of people myself included feel it's best to just go with SDL because it's where you will end up no matter what so best to just start with it.
>>
>>738314423
Fuck off Timmy. You and EGS suck shit
>>
>>738314423
Unreal Engine 5 is great as long as you don’t need a stable 60 FPS at 2K on decent hardware. What? You don’t like Lumen? lol, lmao
>>
File: images (5).jpg (7 KB, 300x168)
7 KB JPG
>>738314423
>Crytek forgotten
If someone would just produce some manuals for the CryEngine...
>>
>>738314760
SDL3 is great.
>>
File: 1774692023746215.png (30 KB, 351x336)
30 KB PNG
>godot forgotten
>>
File: cpp.png (1.52 MB, 1254x1254)
1.52 MB PNG
>>
>>738314423
Unity has been dying for at least 10 years now. They will always be a slop engine, but the alternatives aren't much better.
>>
>>738314423
What do engines have to do with a programming language?
>>
>>738315164
Which version do you need bro?
>>
>>738315337
Whichever version KCD was made in.
>>
>>738315280
>What do engines have to do with a programming language?
Levels of integration and available libraries.
>>
every unreal dev uses blueprints though
>>
>>738314423
>Godot forgotten
>>
>>738314423
>unreal
>not collapsing
literally every single UE5 game has some minor performance issue and doesn't look much better than UE4. Don't tell me it's skill issue either, but that's just bullshit.
>>
File: c chad.jpg (21 KB, 735x884)
21 KB JPG
>>738314760
Xlib+GLX
>>
Road to Vostok showed everyone you can make a full on 3D game with godot that looks good and runs amazing.
Meanwhile Unity is shitting the bed and Unreal is a blurry ass mess only jeet uses.
>>
so why is unity bad?
>>
>>738315507
>doesn't look much better than UE4
I advise you to search out the Conan thread in the catalog and see for yourself that not only UE5 improves the look of the game but actually runs better than UE4. The game just got a UE5 update and everyone is happy because it runs and looks better.
>>
>gamedev industry centralizing around one suite of tools so that workers can be easily replaced
>every game looks the same, feels the same, because it's made using the same engine, by the same outsourced thirdies
>>
>>738315954
It's the Unreal Way™
>>
File: file.png (81 KB, 914x886)
81 KB PNG
what did unity do now

>>738315464
matter of preference, i hate blueprints and more and more developers are using AI now which can't handle blueprints at all so I think the use rate is only going to grow

>>738315954
>muh workers
centralization happens because making a game engine is fucking hard, and making a game engine that's moderately decent to use is 100x harder than that, not for a lack of trying
there's also not that much centralization as you may believe, a lot of studios are using their own engines, they simply don't release them to the public to have a competitive edge
>>
>>738314423
I will readily concede that C++ is the best programing language there is
but by God it's so ass to handle, I can't be fucked to use it
>>
File: 15i93290414.png (426 KB, 646x660)
426 KB PNG
>>738315838
>>738315507
List Unreal Engine 5 games that have good performance. Go ahead.
I'll wait.
>>
>>738314423
But what about Second G-Mod?
>>
>>738316387
Nah, C++ is perfectly usable once you understand how pointers work.
>>
>>738318003
no it isn't. you don't know what you're talking about. in real C++, you shouldn't be seeing pointers that often anyway.
C++ is a real language that has pass-by-ref, unlike shitware like C.
>>
>>738318110
No one even agrees what "real" C++ is.
Regardless, you should understand how pointers work, even if you don't need to use them that much.
>>
>>738318003
what? pointers are what you learn on your first week? that's not complex at all, the problem of cpp is completely unrelated to that
>>
>>738314423
Why is Unity collapsing?
>>
>>738315112
That decent hardware? A GTX 1030.
>>
>>738318908
i don't know but i doubt it is
>>
File: 1763922457567164.png (3.95 MB, 1608x2410)
3.95 MB PNG
>>738315812
I've used Unity and Godot for years. Basically, Unity is in the same class as Windows where they should just open source it so autists can fix it for free or build something new from scratch. Also:
>"New" Input System is better than the original, but it's still not implemented by default into the engine
>Takes awhile to bootup even on an ssd
>Borderline unusable on weaker/lower-end hardware
>Annoying to use because you have to make an account and login
>Managing and updating different versions of the engine is tedious
>>
>>738314760
I always end up back at SDL3, it just works
>>
File: 1752955397505236.png (588 KB, 900x506)
588 KB PNG
>>738314423
Saar
You will make the constructor and deconstructor
You will >> the console
You will read the gibberish template error messages
>>
>>738319019
>"New" Input System is better than the original,
Unironically what? It's ass.
>>
>>738314423
someone has forgotten about C#
>>
File: Decima_Artwork.jpg (8 KB, 521x191)
8 KB JPG
Crazy how the best graphics to performance game engine out there has shit all games.
Sony's licensing fees must be insane or sony has some other shit going on.

Like god damn, they got death stranding 2 working on the steam deck.
>>
>>738316528
Expedition 33
Split Fiction
Arc Raiders
Manor Lords
Dragon Ball Sparking Zero
Robocop
Everspace 2
Riven
The Finals
Valorant
Satisfactory
Steel Seed
>>
>>738319231
I thought it was nice when I last used it. What didn't you like about it?
>>
>>738319228
>writes C-style C++
Nothing personnel kid
>>
>>738319280
Besides those.
>>
>>738318908
Can't keep up with M$'s evolution of the language of C# because they're retards and built their own compiler. Their ECS implementation sucks as well.
>>
>>738319248
Yeah, Microsoft.
>>
>>738319262
Hermen Hulst hates that his Horizon lesbian propaganda can be so easily upstaged, so Guerrilla tightly controls the engine.
>>
>>738319292
nta but the documentation for it is lackluster to say the least. If you've spent years getting used to the old input system, learning their new implementation just feels like throwing the baby out with the bathwater.
>>
>>738319280
>Robocop
>Everspace 2
>Riven
>Satisfactory
Hahaha what a joker. That's the only one I've played in your list and they ran like ass on a 4080.
As for Arc Raiders and Valorant, they both run on a heavily modified version of UE5 that has all the garbage removed.
Split Fiction I didn't play but their previous game It Takes Two ran on UE4 and did have great visuals and performance on top of being forward rendered but while their team is somewhat competent with UE I doubt the new one can hit the same performance levels.
>>
>>738315215
>ai comic
>>
>>738319280
I'll take your word for it because I never played any of those games. every UE5 game I have played however, has sucked. so glad to hear they are managing to do stuff or whatever.
>>
>>738314423
I use C w/ Raylib.
>>
>>738316247
>matter of preference
Maybe on a higher level, where people get paid for their work. Amateurs like the one who made this thread jack off to C++, but fail to do anything productive with it. It's just a clout thing.
>>
bevybros where we at?
>>
>>738319019
Unity defaults to new input system and has been that way since 2023.
My projects load in around 30-45 seconds, even my main game can open in around a minute and that one is over 15gb.
Why would you make a game on low end hardware?
>have to make an account and login
I hate this since my desktop isn't connected to the internet. I have to connect once a month to recertify my account/license.
>managing and updating different versions
All you need is 6000.3

>>738319231
its really nice since you can use a scriptable object and drag/drop for input. It's how I was able to implement local multiplayer without changing much code.
Player 1 and 2 essentially have the same scripts/set up attached to them, with the only difference being the SO for input is different between the two.
>>
File: 1767433340260660.jpg (45 KB, 600x599)
45 KB JPG
>>738315112
>play Arc Raiders
>looks amazing
>runs great for how it looks
Maybe it's a skill issue, hmm? Not Unreal's fault you thought every fucking trashcan needed to be an AActor, you weird freak.
>>
>>738319661
One more twig in the faggot that convinced me to rename my game's "medium" preset to "ultra"
>>
>>738320927
>don't use nanite or lumen
>game runs well
wow
>>
>>738320927
>uses super optimized nvidia branch with 500 graphics engineers on call to fix anything that goes wrong
not the own you think it is
>>
>>738319019
Hello fellow Unity dev.

I'll add that Unity is also full of weird quirks and eccentricities that require a lot of trial and error to even figure out why something is misbehaving, let alone how you go about fixing it. Stuff like
>audio routing
>input system implementation
>Unity's UI/windows, especially relating to where/how you drag/drop things
>unwritten rules about scene hierarchies and scene connections (basically, things you need to do if you don't want to tank performance later)
>content optimization (audio files/art assets)
>where certain options live in the editor, like changing your game's version number

And so on. It's a powerful engine, but damn if you don't pay a big (time) tax for learning to deal with its bullshit.
>>
>>738321545
Ok so if your game does not need meshes with millions of polygons (it won't) or ray tracing, turn them off too? They're like 0.5% of the engine if that, most of the benefits you get from Unreal have nothing to do with graphics and everything to do with tools.
>>738321681
Neither is yours, since the NvRTX branch is free to use as you wish even if you're a single indie.

It also only matters if you want ray tracing, if you don't it's no more optimized than normal Unreal.
>>
>>738314423
Not gamedev related, but I'm having fun with Qt.
>>
>>738315190
BRVTAL SOVRCE MOG
>>
>>738314423
How is unity collapsing?
>>
Who else monogaming itt?
>>
>>738314423
Ironic that your caricature of the unreal engine is a body builder on stage;
a man who has dehydrated himself to the point of being hours away death all for the appearance of strength and beauty.
it's poetry
>>
I specialize in doing graphics stuff for UE games, UE5 is a complete trainwreck if you want to make a game that looks like death stranding or something, but is actually piss easy to make run well if you just turn a couple things off. Marvel Rivals is also unreal and looks great, but what people dont notice thanks to the art style is that characters dont actually have any lighting lmao. Its all emissives and masks and really basic tricks combined with incredibly thoughtfully made models and textures. Watch the intro to Travis Strikes Again in the Killer7 artstyle and benchmark that, it runs great too, while having lighting, by once again turning off almost everything the lighting does beyond the initial diffuse pass. UE5 SHOULD be the king for indie games because it looks and runs great if youre NOT chasing modern grafix, but indie devs keep chasing modern grafix or assuming stylized games can only be made in unity for some goddamn reason.
>>
>>738324102
How practical is it to try to make a UE game with the official no code thing they have? (Blueprints, I think?) Does it actually work or is it janky/limited/not realistic for anything except only a few types of games?

I'm a solodev that can't code, but I can do almost everything else and I can handle logic gate stuff like FSMs (like PlayMaker for Unity) and wouldn't mind giving UE5 a try as a learning experience.
>>
>>738325185
It is extremely viable. My own game is looking great and its nothing but blueprint.

Problem is after making something, you need to iterate on it repeatedly until it's much more performant because your original method may not have been the best, it all comes down to response time when packaged imo.
>>
>>738325417
>need to iterate until it's much more performant
Can you elaborate? Do you mean there needs to be some kind of optimization for your Blue Prints to keep them from taking too much CPU or something?
>>
Goblin language for use on a goblin engine, implying also that anyone using it even knows how to program lel
>>
Programmers are the lowest scum of society, one step away from being pedos, which most already are
>>
>>738325678
Good thing unreal exists for low iq poojoos like you, you can just drag some squares around like in scratch
>>
>>738325525
Just optimization in general, for example if you use rays to figure out where an item is and if you're picking it up, that ray runs theoretically one morbillion times a second so I limited my casts for certain interactions to be down to 30 casts a second etc rather than 6,000

other things like going through the blueprints, finding out if there is a more performant way to do stuff because if you think about it, a blueprint is simply a group of code you modify with input/output. so if you have 100 blueprints running something that can be simplified down to 20, it'll run much cleaner and be more optimized.

this stuff you really only start to realize once you mess around with input delay etc, very noticeable then even if your FPS is over 140
>>
>>738314423
Unreal is shit and C++ is a tranny language
https://youtu.be/R2ulYtpV_rs
>>
>>738326143
Ok, that makes sense if the different parts of a Blueprint can be doing (what I assume are) actions or activities you just attach or insert into that stage of the blueprint.

Does the Blueprint system have some kind of internal optimization tool (to tell you 'hey retard, this blueprint is really laggy/unoptimize/inefficient), or would I just need to use whatever profiling/monitoring stuff is built into Unreal itself?
>>
>>738325746
>drop some squares around
vastly preferrable to spending 2 weeks to make a dot appear on screen
>>
>>738326805
Yeah but no one will want to play your slop
>>
>>738326961
keep telling that to yourself programmercuck
>>
>>738326374
Holy shit, lmao.
>>
This is my first post in this thread, and with it I can confidently say I am now the best C++ developer here. Get fucked idiots.
>>
>>738326374
C++litties, our response??
>>
I'm a C++ developer
Of course I like implementing 4 constructors/destructors for every class I create
>>
>>738326551
Not the guy you’ve been talking to, yes it does, but it’s very ad hoc. Certain interactions or use of certain nodes will come with warnings if they’re set up a certain way but it’s not some universal optimization demigod, if it was more unreal games from untalented devs would probably run well.
>>
>>738328737
Thanks, anon. I'm lining up my next indie game and haven't picked an engine yet because that's going to flow from what I decide the gameplay is going to look like.
>>
>>738326374
Rust is the tranny language. C++ is for OGs.
>>
>>738327070
Cuckjeet cope
>>
>>738320927
It is somewhat a skill issue although UE is not really well geared for big open world meme games.
>>
>>738322181
>Ok so if your game does not need meshes with millions of polygons (it won't) or ray tracing, turn them off too?
Basically yeah
There are quite a few games that don't really justify using lumen that static lighting would generally be better. Nanite is a bit more complicated since it has benefits beyond polycount but also has a bunch of weak points that make it really expensive if you don't build around it.
>>
>>738329773
the OGs:
>>738326374
>>
>>738318003
Shut the fuck up. You don't even know how much you don't know
>>
>>738326374
all that indicates is a high density of autism
>>
>>738318003
Modern c++ uses smart pointers. No need to understand shit. You really just reveled youre learning c++ in high-school.
>>
>>738334135
>shitting on Bjarne Stroustrup
Literally kill yourself.
>>
File: shifty.gif (2.37 MB, 220x400)
2.37 MB GIF
Unity isn't the best, but man imagine unironically using JeetEngine lmao
>>
>>738323418
Right here bro
>>
>>738314760
SDL3 is really good. Not much experience with SFML but I think I tried it once and since I didn't end up using it I guess I didn't like it.
>>
>>738334979
Do you bother with custom asset types in the content builder or do you just set them to copy and then parse on load? I made a wrapper around the content manager that loads and unloads assets per a scene and I just do my other type parsing there as well (e.g. dialogue files are deserialized into a struct and then added to an asset dictionary based on file metadata)
>>
>>738334235
Stroustrup is a faggot and a nigger
>>
File: birmingham-danny-g.mp4 (322 KB, 480x370)
322 KB
322 KB MP4
I just woke up in a fucking steaming mood, yeah, cuz I write in a shitlang! Sepples is a fucking shitlang! I hate the fucking language! I fucking hate it! It's full of footguns, I fucking hate it!



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.