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Which engine best for make game?
>>
This is the thread. be cool.
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>>740224184
the one you make yourself
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>>740224184
depends what game you want to make
Unironically Unreal is the only one that releases games consistently that arent just indie pixel art
>>
>>740224184
>Unreal
You're a graphics whore
>Unity
You want to do the minimum amount of work
>Godot
You're a hipster tryhard who cares more about looking like a game dev than making games
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>>740224526
You got destroyed yesterday cringinedev
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>>740224184
unity
>versatile, can do whatever you need it to
>UI isnt atrocious (GMS2)
>end result game doesnt lag to hell and back (unreal)
>not an open source abomination (godot)
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>>740224590
Dafaq you mean minimum amount of work. Unity has a lot of gobbledygook to carve out before you manage to make it work properly
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>>740224895
Less gobble than the other two ill tell you that much
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>>740224184
Game Maker's in a much better shape than in the GMS1 days, better engine and less greedy(?). Unity is decent, though full of half-baked/unfinished features. Unreal Engine is fine, but dumb AAA devs who don't wanna do real work use it for their photorealistic sloppa to waste unneeded resources. I haven't tried Godot but its cultish userbase and weird leadership put me off, but I heard it's fine for 2D games that aren't too demanding, similar to GMS2.
>>
has godot improved since 3.x ? I dropped it back then because it was much harder to use than unity have they streamlined things or do you still have too many ways to do X most which are wrong?
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>>740225190
How harder? Explain.
Are you currently working on smth?
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>>740225190
It's in the best shape it's been in years and I like it for 3d and 2d.
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>>740225190
It's improved but the workflow is the same.
It's not harder than Unity, it's just different. If you use it like Unity you'll be fighting against the engine, just like if you try to use Unity like Godot.
Sounds like your game dev experience is contextualised around Unity itself and not game development. It's all within the scope of using Unity and not the concepts and theory itself.
>>
>>740224184
Just use SDL2 and make a super-debloated game to spite modern devs and their 100+ GB slop
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>>740224184
>Unity has a bad reputation because of all "Unity slop" plaguing steam, but you can do ridiculously good stuff with it if you take time to master it.
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>>740226569
Fuck made a greentext accidentally
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>>740226569
To be fair, Unity really bungled the situation. You were forced to show the Unity splash screen unless you paid, which is what big devs would typically do, so the splash screen ended up getting associated with low quality slop (and the engine as well). Ironically it ended up becoming a situation where Unity had *lots* of good games made in it when people didn't even realize it. They got rid of the splash screen all together with Unity 6, thoughbeit, and the association is lesser these days.
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>>740224184
You don't need a gamedev thread every day.
Don't turn this into a general now.
>>
>>740226769
This was completely irrelevant, because people arent going to come in expecting a low quality shabby game after they see your high quality steam page and gameplay videos
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>>740226989
>people arent going to come in expecting a low quality shabby game after they see your high quality steam page and gameplay videos
People still paid Unity in part so they wouldn't have to show the splash screen to avoid any kind of association with low quality slop, which is like anti-marketing. Even Dunkey at one time made a joke that Unity was "the engine you make the fucking Donald Trump game with".
>>
Depends if you want to keep
>60% of your earnings
>80% of your earnings
>100% of your earnings
>>
>>740227068
they were afraid of something stupid
yes, unity is the engine you make a donald trump game with. its also the game you make hollow knight, or ultrakill, subnautica, some slop like tarkov or genshin, or whatever
>>
>>740227221
unity takes none of your earnings if you earn less than $200k/usd a year
if its over $200k/usd a year you get a flat fee of about $2200/year
if its over 1 million a year you get a percentage fee which cant go over 2.5%
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Has anyone here made a game solo and put it on steam? How did it do?
I'd love to make some cool pixel art game
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>>740224184
Godot
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>>740227443
you can make anything now with just a subscription to claude and it will code everything for you.
just start with something basic and something you'll find fun which will keep you engaged. you like fire emblem? try remaking a single fire emblem map in a game engine reusing assets from the game.
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>>740227430
godot takes 0 and its the same shit
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>>740227443
Many anons, possibly hundreds over the years. recent successful releases:
nuns and guns
wasteland bites
poke all toads
>>
>>740224184
>>740224590
>>740224784
I would shill for Godot if the leadership wasn't so incompetent. Is the engine still only good for small-scale games?
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>>740227603
Right. But i still want to learn how to do it myself. I think I'll follow your advice and start a github project that way.
Any other advice? I was planing on studying app developer, it's only 2 years where I'm from and basically i will learn to code. I think it's better now with ai since the work is way more automated.

I'm thinking studying it officially is better for me, i know lots of you just watch youtube and free curses but i need a schedule and constant feedback who can help me with my github page as well. Plus it's free here so
>>
>>740227443
Not solo but I've worked on games on Steam and Nintendo eShop. One did good, the other just alright. Pixel art games do much better on consoles, FYI.
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>>740227703
I'll check this stuff out. I'm a complete beginner and not young at all!
Thx
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>>740227628
oh really? lets hear the most ambitious, vast games made in godot then. Any extremely vast games of huge scope? any action games that are genre-mogging in how dynamic and interactive they are?
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>>740224184
Creation.
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>>740228006
That sounds great! Do you enjoy the creation process? Are you working on something you enjoy or you look at it more from a business point of view (don't create a product you like, see what you're good at and help others)?
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>>740224184
Does Unity still have (((that CEO)))?
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>>740228527
>Do you enjoy the creation process
It's what keeps us going.
>Are you working on something you enjoy or you look at it from a business point of view
Hmmm, that's a good question. Blah blah do what you love, you've heard that whole spiel, but if you spend your savings to make your game it would be nice to see that money back (ignoring the time investment). We don't want to be just another developer pumping out generic roguelites, Metroidvanias or clones of whatever the lastest indie hotness is, but we do want to make games that can at least sell enough to make their budget back. I'd say we're split down the middle when it comes to the whole "art for the soul or for the masses" debate, where we try to make games that fill a certain niche that we'd like to see filled ourselves.
>>
>>740224184
Frostbite or cryengine
>>
>>740228832
What's your no.1 favorite game?
Just for curiosity so i can have a grasp of the themes you're into.
>>
>>740229119
For myself, it's a tossup between Fallout New Vegas, Deus Ex, Tropical Freeze and Uplink. All of these games have shaped the way I think about game design in some way.
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>>740229194
You gotta pick the no.1 though, in the same way you can't really work on 2 or 3 games at the same time
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>>740229362
You could, though not very well. But then I suppose it'd go to Deus Ex, due to being one of the best integrations of a story and gameplay I've ever experienced. The textbook definition of a game that's more than the sum of its slightly janky parts, resulting in a game that executes what its trying to do incredibly well. It's a game I could replay forever.
>>
>>740227906
>Is the engine still only good for small-scale games?
Yes, and even then it's just barely good at that. I'd rather put up with Game Maker and it's bullshit than deal with Godot and it's weird cult.
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>>740229362
>in the same way you can't really work on 2 or 3 games at the same time
Except I do? And have done so?
Not that anon.
>>
>>740229480
So I'm trying to understand this, right?
Do you think you could make a better game than Deus Ex? Or at least as good? The first one or human revolution?
So for 3d games upu need a team but if you'd solo it you'd have to do it 2d or 3d/3d right? Would you use unity or godot?
And if it was 3d then what, Unreal?
>>740229686
I understand. I meant to say, maybe, if i had to work in a game project of my own it would have to be just one game. I'm very good at doing one thing good.
>>
>>740230003
*2d or 2d/3d
>>
>>740230003
>>Do you think you could make a better game than Deus Ex? Or at least as good? The first one or human revolution
If we're merely talking about making a game similar to Deus Ex, if I had the budget, I think I could direct something as good. But I don't, so eep

>So for 3d games upu need a team but if you'd solo it you'd have to do it 2d or 3d/3d right
Solo 3D devving is pretty damn tricky so all my solo projects so far have been 2D or very simple 3D. I would just recommend Unity for 2D and 3D, allows for easy porting and performs pretty well in most cases.
>>
>>740230118
Thx for the tips. And btw...there's still a "Blade runner" pixel art game we all need. A deus ex theme would do great there, even if it was first person only, pixel doom style.
I'll start making my github and will come back later.
Thx folks
>>
>>740224184
Historically Unity, the corpo shit is a retarded cope. If you’re thinking about pie slices beyond $250,000 when you’re a nodev 1ma with 0 shipped games you’re just a fucking retard, plain and simple. You need to stop worrying about shit like that and get the game out and Unity is the engine that will fight you the least on the way there.
>Unreal
I have no idea who this engine is supposed to be for. It sounds like it’s made for the best devs in the world considering how Unrealdrones say shit like “it’s not the engine, it’s the dev” in the context of entries to the fucking STALKER franchise. You must pay Timmy for the privilege of fixing his engine to get your disgusting blurry temporal garbage slop.
>Godot
The fact that the only games made on this engine that aren’t total dogshit failures are all card games and one intentionally grotesque “anti-game” parody should be a clue. Feels more like an API that identifies as an engine
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Unreal engine, it has visual scripting and way more tutorial online.
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>>740224184
your own
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>>740227949
Why bother studying? Just ask Claude to do it. You're wasting time otherwise and to be very real with you, the industry is so bloated and people are releasing new games so fast you're setting yourself up for failure
>>
How come game "devs" get their own daily general? Shouldn't this be on /vg/?
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>>740232101
general? what makes you think it's one? hell, I don't recognize a single game posted in this thread so far
>>
>>740231452
But what happens if you get retardedly lucky and your dogshit game somehow picks up an insane amount of traction for what it is?
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>>740231452
The "godot has no big games" argument is not as smart as people think it is. Godot as an engine has only been picking up momentum in the past 3 years, considering the Unity exodus and the fact the engine keeps getting more and more support where it was, factually, barebones on it's infancy. Games, especially good games, take very, very long to make. It's very obvious that Unity, an engine that has been around for over 4 times as long as Godot has, will have more games made on it. This shit takes time.

You can call me a shill or whatever other cope you'd like to use to make the world easier for you to understand, but that's the thruth. The engine is good, it works, and nowadays is very competent for indie devs. We already have tons of indie games made on it, and the big games are likely to follow in the future.
>>
>>740231452
Open source will always be a meme.
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>>740224184
Depends on what you want. Unreal is the best for modern 3D, Unity is the best for generic 3D, and Godot is the best for 2D in my experience of using all of them. I also really love GDscript compared to C# in unity and blueprints is probably nice for people who struggle with code. The one thing Godot pisses me off with is UI. Unity pisses me off with 2D.

Most people have a bias to what they use but for me it's just about what works best for what I accomplished or planned on accomplishing.
>>
Your own engine™
>>
>>740232368
>considering the Unity exodus
believe it not, there wasn't a huge Unity exodus. If you look on pie charts/graphs showing the "share" that each engine has, yes Unity has gone down in percentage. But the actual number of users has gone up, the only difference is that there are a lot more game devs nowadays and most of them are starting with Godot.
Furthermore, all of that info is generally using game jams as a metric, so obviously Godot will be higher since it's very suitable for small games.
Not knocking Godot, I like it, but I don't think Unity is really faltering.
>>
>>740224184
Source
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>>740233358
the names of the engines are in the picture retard, type the words into google. holy shit zoomers are so retarded.
>>
>>740233456
lel
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>>740224184
Unreal Engine was originally made for FPS games, so it's great for that. Thing is, Lumen, Nanite and its heavy CPU use have given its latest iteration, UE5, a terrible reputation.
>>
>>740233943
I heard you can turn everything off and make it run extremely well, but for some reason all that bloat is ON by default and retarded indie devs don't care.
>>
>>740224590
What if I'm neither?
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>>740228607
The devil Riccitiello? Of course not, he got his ass fired for screwing them over with that stupid "installation tax" crap.
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>>740227628
Yeah, because no one makes numbers even close to those.
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>>740234242
I just wish there was a way to turn that crap off without having to decompile and recompile those games. AES keys are a bitch to find unless you find some weird sites like cs.rin.
>>
Stick with Unity unless you need UE graphics. Godot is too limited.
>>
>>740229521
Then don't?
No one is forcing you to interact with the community. Just grab the engine and use it.
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>>740224184
>Unreal
pozzed garbage that gets worse with each update
>Unity
raped by kikes, stay away from this
>Godot
mediocre and infested with trannies

just like browsers (and pretty much any other modern software nowadays), there is no real good option
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>>740234798
I mean, if the options are shit, shit, or mediocre, you're making a solid case for the latter. Trannies or no
>>
>>740232694
>modern 3D
>generic 3D
What's the difference?
>>
>>740235931
ps5 game and switch game
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>>740235931
Modern 3D is essentially high end graphics with RTX etc. all the bells and whistles. If you're not going for that and just want a 3D game Unity pretty much covers all of that.
>>
>>740234798
I've been using Godot for 18 months and so far I've seen 0 trannies
>>
REAL MEN USE GODOT.
>>
>>740236046
>>740236289
Thanks Anons
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>>740232101
/agdg/ and the dev threads on /v/ are usually not that similar. We've had problems with schizos arguing about irrelevant shit on both recently, although the jannies are "handling" it by moving the /v/ threads to /vg/ because some retard keeps calling them a general when they're not supposed to be. Thanks jannies.
>>
>>740237203
Shut up fagoon
>>
>>740224184
I'm trying to learn Godot
I don't know if its the best, but it's open source and I can repsect that, so I picked it out of principle. I know there was some woke controversy and there is the Redot fork of it, but in general the fact it's open source makes me forgive anything.
>>
>>740237620
it's a fine engine
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>>740224590
>Unity
>minimum amount of work
Please go try using their UI and Input systems, then come back to the thread.
>>
I keep reading
>Godot is too limited
>Godot doesn't work for big scale stuff
But what does this actually mean in practice? What limits are we talking about? Let's say I'm making a crpg, what does Godot limit my game's scope in?
>>
>>740224184
I made a VN-like in Unity. The engine is very versatile, but positively full of quirks and eccentricities you won't recognize until they bite you. I'm looking at you, UI canvas scaling.
>>
Invest in Godot, it's the most rapidly developing engine.
>>
>>740237848
if it's instanced based like BG2 or DA:O instead of open world, then you won't have any limitations
>>
>>740237483
Nah I hope he chokes tbqh. Can't stand him and his shit game
>>
>>740238082
And if it were to be open world? Does Godot have trouble keeping areas loaded? Memory issues? Or something like that? I am not making an open world game, I'm just curious to understand what is the problem
>>
>>740224184
Making shaders in Godot is fun. GDScript is either super easy or obnoxious though.
Unity is probably the better option if you must got with one of the three.
Unreal is if you want a super generic "realistic lighting" game that runs like total ass. You can still make a game that runs like shit on the other two, but it's easier to make an unoptimized mess in Unreal unless you tweak the engine itself.
>>
>>740224184
I like Godot because my inner Jew is worried about some change in licensing that attempts to retroactively apply itself/I don't notice after an update.
Its likely not the best or most optimized but I'd rather be free than convenienced
>>
>>740237732
Idk what you're talking about, the input system is easy as fuck.
The only people complaining about the UI and Input system are retards who can't into boilerplate.
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>>740238305
If you were to load all the stuff at once you'd hit performance and memory limitations. The solution (I imagine) would be to stream the data as the player navigates the world, and afaik Godot isn't the best for that. Sorry for the half-assed response, I haven't made any open-world stuff and I'm going with what I've read online about it
>>
>>740238792
If Road to Vostok can do it, I've got no excuses.
>>
>>740226354
SDL3 is better.
>>
>>740238909
you sound like a chad anon, ganbare
>>
>>740224184
It depends on the game you're making but anything 3d I would say unreal
>>
>>740239206
Idk about chad but thanks anon.
>>
>>740238792
>>740238305
it's just that godot doesn't have a built in solution for asset streaming, but if you know enough about coding and managing stuff, you can do it
>>
File: demon dies.webm (3.61 MB, 852x480)
3.61 MB
3.61 MB WEBM
some progress: made this effect for when you kill an enemy boss
>>
>>740238305
>>And if it were to be open world
That's like asking if you could make BOTW in Game Maker Studio 2. I wouldn't use Godot for a game on that scale unless you plan to modify the engine to your liking, though at that point you might as well use a different engine. Unity can handle them just fine, looking at Genshin, The Forest and Rust.
>>
>>740240036
VERY nice, were I making a similar game, I'd appropriate that idea.
>>
>>740240036
You mean the silhouette on red screen? It could use a bit of a slowmo effect for impact, honestly. Make the player appreciate the killing blow.
>>
>>740240780
nice!
>>740240930
I got similar feedback for using some slowmo right after the red/black effect is gone. Would you do the slowmo there, or when the effect is still in place?
>>
>>740240036
That's pretty cool! I feel like it could be taken further. Maybe once you've hit the killing blow, you get that effect as it slowmo's a bit like the other anon suggested, let it linger slightly longer. I don't know, might be worth trying (depending on how much of a pain in the ass it is)
>>
>>740240036
I heard through the grapevine that this game is being made by that fagoon guy. Is that true?
>>
>>740241285
nta but fygoon is the executive producer funding it with all the donations his game has amassed on itch. Maybe if you all weren't so mean to him, you could have been on the gravy train too
>>
>>740241148
I would go with the slowmo while the effect is active. The idea is to be stylish about it. Probably accompany it with some reverb for the final blow's SFX.
>>
>>740240036
go away fagoon
>>
>>740241254
since the effect's using my hitstop code and that's basically a slowmo, I can tweak it so it feels more like a slowmo and less than a full-stop. I'll try it, ty!
>>740241285
no we are not the same lmao
>>740241442
ty, I'll try both alternatives (slowmo during effect and slowmo after the effect) and see which one's cooler
thanks for the feedback anons, appreciate it a lot
>>
>>740242275
Prove it then, why else would you be posting in a thread that has nothing to do with you? That's a super fagoon move.
>>
>>740242680
sorry anon but I have nothing to prove and I'd rather not engage with your schizofrenia. This thread is about game development, so if you don't respect me at least respect the other anons that want to chat about the subject and keep your mental illness to yourself
>>
>>740224526
You don't want to do that in the modern age.
Virtually all gamdevs made their own engines in the 90s because you had to. Many studios would use their proprietary engines for multiple games. But these days it's simply way too time consuming to make a 3d engine from scratch that will even remotely match up to UE.

Take Unknown Worlds for example - they made one of the most popular mods for Half-Life in 2001 with their release of Natural Selection. It was probably the most popular mod after Half-Life & Day of Defeat. They were working on the same mod for Half-Life 2 when they decided to create a standalone game instead.

Instead of choosing an existing game engine to license and begin development they spent over 5 years making the Spark Engine. They hoped they could license this engine out after it was all said and done.

Long story short it meant the game took over a decade to come out in the end, and although the game was well received for 15 minutes, the gaming world had moved on. It was very buggy on release and basically unfinished.

They missed their window of opportunity to release the game in 2005-2007 where they would have found a lot more success.

tl;dr
It's very expensive ot make your own 3d engine and it's much cheaper/easier to use an existing engine framework.
>>
>>740224184
RPGmaker
>>
>>740242861
I'd say that unless you are going to make something very specific that requires something like, I dunno, being able to have 2000 entities on screen doing shit at the same time, any engine could do the work and making your own is a waste of time
tl;dr
I agree
>>
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>>740224184
just posted this in another indie thread, but why do I immediately dislike Unity games? Does anybody else have this problem?

Every game made in Unity just feels like a "Unity game". The rendering just has this soft cheap feel to it, the textures usually look flat and bad. The controls and character physics always feel like "unity physics" even if the dev goes out of his way to custom code as much stuff as possible.

Its similar to like playing a custom game in Garrysmod. its always going to "feel" like a source game, no matter how much you try to mask it.
>>
>>740242756
I mean, it's an extremely easy thing to prove though.
>>
>>740224590
100% this
>>
I don't understand. Why the fuck would someone let themselves be associated with fagoon or even worse as fagoon? Like, is this not just proof that you are, in fact, fagoon?
>>
>>740242978
that's curious. Do you have some examples? I can imagine that since Unity is so popular a lot of devs with barely any experience just go ahead and use the same blueprints, maybe
>>
>>740237848
godot is so fucking shit for making multiplayer games.

coherence makes it almost as easy as drag-and-drop
>>
>>740243449
is there really no plug-in solution for multiplayer in Godot? by this point I'd assume that as a given
>>
>>740243449
I don't think you have experience with godot if you believe. Multiplayer and online functionality is easy as hell in godot.
>>
>>740240036
Agreed with that other Anon, do the slowmo during that red effect, that'd be dope.
>>
>>740242985
>are you X
>no
>OK prove it

That's now how burden of proof works, I don't think. I'm with Goblindev, let's talk about game dev.
>>
>>740224184
the one used for project nortubel
>>
If thier all bad, what is good for developing games?
>>
>>740234242
The thing is a lot of the bloat is code level.
Like yes, you can go into the engine, strip out a bunch of modules you don’t need, and recompile, but that is pretty involved. And you need to already know what it is that you don’t need.
>>
>>740243723
Anon, regardless of burden of proof being associated with/as fagoon is a death sentence. Any sane person would deny it with proof immediately to save face. The only person dumb enough and autistically retarded enough to not do such a simple thing is fagoon himself. It's not a good look.
>>
>>740243910
thats prob why most aaa devs dont bother and ship out garbage. "bro just get better hardware lol!!"
>>
>>740243965
>you have to play along my delusions and waste your time proving whatever I ask for
anon, you are mentally ill
>>740243821
they aren't bad, you just need to know how to use them and pick the correct one for the kind of game you want to make. If other people can make cool games and even successful games with them, so can you
>>
>>740242978
Both unity and unreal have this default render feel to it it's so jarring. From the lighting to the aliasing problems it's like people just look up some basic bitch project tutorial and never seen anything wrong with their games.
>>
i devved my game under the misconception that the average person is able to focus on more than 2 things at once without breaking down
oops, my mistake
>>
>>740244035
You reply just like him.
>>
>>740244134
common mistake, specially noticed when people were having issues pressing more than 2 buttons at the same time during my playtests
stick to your guns
>>
>>740242978
Rain World is a Unity game.
"Unity feel" is literally a skill issue.
>>
>>740238349
This. There's also redot, who actually fixed stuff the community was asking for instead of whining about social bullshit.

Unity was the versatile go-to for almost every scenario, but after the whole INSTALL FEE crap, you shouldn't consider these bastards ever again, even if they did backpedal after massive backlash... You never know when the shitty suits will give it it another shot. If your project is already knee deep in Unity, keep at it and finish it, but seriously consider dropping the engine afterwards.
>>
>>740240036
I disagree with everyone telling you to use slow-mo. Right now, the effect being short has a fast-paced impact to it. Slow-mo would change that, not necessarily for the better. Maybe even make it cheesy.

If you want, you can maybe make the effect linger a bit longer. I would even make it so a later boss has a surprise second health bar, and you need to fight it in the red-verse
>>
>>740235647
yeah Godot is the lesser evil when it comes to picking an engine, but I will say if you have a good grasp of coding go for Bevy or something similar

>>740242680
>>740242985
>>740244236
if you ever had the disgrace to see the retardation of fygoon in action you can easily tell

fygoon is too stupid to take feedback, he would rather spend eternity (3 years so far) making mental gymnastics of why his ugly dogshit "game" is the best videogame ever made instead of making any actual progress
>>
>>740244327
you're replying to fagoon right now, this game is never going to be finished anyway stop wasting your time
>>
>>740244327
I'm trying the slowmo and I don't dig it, although I still want to mess around more with it. I might leave the screen effect as is, then add the slowmo right after. That would be the best of both worlds I imagine
>spoiler
that goes right into my cool_ideas.txt file, thanks anon
>>
>>740244296
Is redot actually getting development? Seemed like for the longest time it was just forked Godot BUT WE CHANGED EVERY BLUE ROBIT INTO OUR RED ROBIT AND WERE BASED!
I don't keep up with interior politics so all the trannyism shit is beyond me and I don't care to see how the sausage is made
>>
>>740244372
the fact that you keep calling him fygoon instead of fagoon speaks volumes
>>
>>740242951
exactly. bigDev companies also have the clout & resources to work directly with the engine devs at UE or Unity or whatever for custom engine tweaks, which is why when triple A games come out there's an nvidia driver update available. I'm sure even with your example of 2000 enemies on screen a triple A dev could work directly with UE for advice on how to make that happen.
>>
>>740244327
I think slow-mo or making the freeze frame longer is cooler though... Right now, the red/black flash looks like more of a glitch, if anything.

>spoiler
ooooh now that would be badass

>>740244403
How about mixing it with the spoiler and instead of making it slowmo once the enemy reaches 0HP, make the effect active but allow the player to keep hitting it for 2-3 extra hits (while making the boss's hits ineffective), keep animations going normally but in the virtualboy rendering mode.
>>
>>740242985
this. just post white hand
>>
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>>740243293
Tried Bubsy 4d. It feels like every other modern indie platformer made in Unity. No amount of new mechanics or new code can mask that unity-ness to it. It will always feel somewhat cookie cutter. Thats why so many indie games feel the same and I feel like im playing an "indie game" because they all use the same engine. Meanwhile I can go play PS1 and PS2 platformers and they all have their unique flavor, because they are all made on completely different foundations.
>>
apologies for the schizos. My advice is to continue the conversation as usual and just ignore them, since they are mostly bored kids
>>
>>740244693
There is no conversation this thread was answered a long time ago.
>>
>>740244764
then tell me, how's your day going?
>>
>>740244442
I prefer fygoon because is easier to identify (and filter too) while fagoon just sound like faggot and gooner combined and may confuse people who aren't aware of the fucking retard
>>
>>740244851
fagoon...
>>
How do I start something like DMC in Unity? Don't worry, they're not gonna just watching while you juggle their bros until it's their turn. I love chaos.
>>
>>740227906
unironically yes. the engine is going no where under juan's leadership.
>>
>he thinks its easier to filter the less commonly used name
>>
>>740244915
make a player controller than just move and the camera system. Once you have that done and polished, add the attacks. Finally, the enemies as mearbags and after that, the enemy AI. Good luck anon
>>
>>740242861
Addressing the OP's question, the engine you make yourself is de facto the best engine for your game
>>
>>740244915
someone who posts in the normal /v/ dev threads is making a DMC-like, maybe ask him. It's the game of the anime guy with the katana fighting the giant headless chicken.
>>
>>740244327
>that spoiler
KINO
>>
>>740244851
We know that's you, Rasko. You can stop pretending you think you're the same dev as Goblindev.
>>
>>740237732
Their new input system is incredibly easy to use and work with since its json based. The ui toolkit is also easy to use, as it is html and css like. Plus, it can be used for editor tools. I've been working with Unity for 15 years, and it is by far my favourite engine for its ease of use and assets from the store.
>>
>>740245367
It's funny, at first when someone mentioned it I thought it was a goof, but then everything I've seen since then has just been obvious mutt posting. Hilarious.
>>
>>740227906
>Is the engine still only good for small-scale games?
That's caused by the nature of the node system. It's not fixable.
>>
>>740224184
UE5 is great if you have no talent with your visual design as the tools and services it comes from by default allow you to make decent looking although stale, sterile and samey games.

Unity is great for a lot of things, especially indies. Has the lowest learning curve and the best UI by far.

Godot is nifty for 2D and 2.5D but aside from that is just Unity with less features but better pricing.
>>
>>740245918
you can replace the node system with your own in the engine itself, you don't even need to recompile it
but at that point you might as well make your own engine
>>
what sort of fucking games are anons always making in godot where the node system becomes the bottleneck for performance? it really starts to sound like dunning-krueger cope "i know a little bit about computer science", and is normally followed by schizophrenic ramblings about how you're better off writing your game in raw assembly.
>>
>>740245925
>best UI
>lowest learning curve
Godot is a lot more user friendly. The node tree is really easy to reason about. I still think Unity is the better choice for most people but it's not at all easy to use.
>>
>>740224184
>Which engine best for make game?
2D: Godot
3D: Unreal
>>
>>740246181
I've never had node performance issues in godot. Is that a thing? Is it on the 3d side or something? I only hate the node system for UI because it's very clashy on itself.
>>
>>740246181
none, most of those people complaining arent actually making games, just imagining a potential one in their heads
>>
>>740246181
I could see it crawl down to a halt if you do 100 000 lookups every few frames or something but then you can just write a c or c++ plugin and keep rolling.
>>
>>740246181
Any game that's bigger than a single screen. At that point there are so many nodes in the tree that navigating the editor becomes impractical, and the dev drops the project. Godot is designed for game jam demos and nothing else.
>>
>>740224184
The one you can work with.
I'm using bevy because game is procedural anyway and I'm a rust dev and don't want to see any nullref and race conditions ever
>>
>>740224184
Range engine. Think python * blender. Pylender.
>>
>>740227703
>poke all toads
>100% positive reviews
How?
>>
I am 32
I have never modeled
I have never programmed
I have never made any music
I can't draw
I will make a game...
>>
>>740246559
If you're talking about making a game and aren't already doing it, you'll never make it. Stop what you're doing and start devving. It's that simple.
>>
>>740246559
You won't even download blender, pussy
>>
>>740245993
Yeah, at that point just use something else. People tout being able to modify anything about Godot as a selling point, but then if you need to dig that deep into the engine itself, there's little point to not just make one yourself.
>>
>>740246441
Huh? I dev in godot on a 57" monitor and have zero issues.
>>
>>740246181
Nodes are shit for anything done at scale. Shmups, RTS, anything with a lot of objects. There's ways around it but beginners don't know any better because Godot hammers the "everything is a node" idea since it's easy to understand. Object pooling is pretty easy to set up for example but that won't net you nearly as much performance as interacting with the rendering server directly. But beginners would never know that because the docs are shit.
Godot also has no native ECS as far as I know which is another potential solution but Unity does and actually encourages you to use it.
>>
>>740246559
Start learning/practicing today and you could do all those things by 35 btw.
>>
>>740246619
I'm working on my youtube channel for now, I'm halfway through monetization the idea is to start after I get a small revenue stream.
I already started slopping some assets but for most illustrations I'm planning on hiring a chilean friend that I already pay for my thumbnails.
>>
>>740237732
If an engine is going to make doing something difficult it's massively in its favor if that thing is something that's generally easy to do like UI. It's making the hard parts harder that would be hell.

Also I don't see the problem with the input system.
>>
>>740246419
If you do 100000 lookups every few frames you are a retard. Clueless nocoders just picking the easiest sounding method to do something without a concept of what's happening behind the scenes will always face performance issues and write nothing but unmaintainable spaghetti

Everyone into gamedev should spend some time making a basic engine from scratch, just to get an idea of how things work. Then they wouldn't be doing retarded things like string lookups and polling everywhere
>>
>>740246441
I'm making an open world game in godot and besides just having some stutters while loading stuff (because I was stupid and didn't set up a cell system, but I will work on that) it works just fine
>>
>>740245925
>Unity has the best UI by far.
You meant the worst one right?
Clunky as heck.
>>
>>740246854
Unity's input system is so bad IMO that you're better off just using sprites on a 2D camera
>>
>>740246910
Don't like it? Build your own, you can change all of the front-end stuff on unity.
>>
>>740246995
>Input
Meant to say UI, but the input system is also a clunky clusterfuck
I also can't deal with each new version getting more and more bloated where it takes so long to load, and I have an aversion to online log in requirements these days
>>
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Thoughts?
>>
>>740242978
>Does anybody else have this problem?
No. But most of the games I've played on it were actually like source games so i guess i don't know what the games that actually try to look more professional look like and if it's bad in that regard when you don't want it to look like it came out a long time ago.
>>
>>740247125
gotten better in recent years. 9/11 its ok
>>
>>740246181
my game has a fuckton of nodes and runs at 60 fps on the Deck. It's not an engine issue, but a skill issue
>>
>>740247125
Fine for 90% of pixelshit indies but breaks as soon as you try to do anything complex.
>>
>>740246181
My guess is trying to build massive worlds with nodes instead of using TileMaps or other approaches.
It's what I'm trying at the moment. Will see how far it goes before performance becomes an issue.
>>
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Godot is fine for me.
Although I have this issue with my chain physics. It gets bigger when I pull on it. Sometimes it rips a little when I pull too hard. Won't someone teach me how to pull on it without ripping it ?
>>
>>740246441
Is your project entirely flat? You just add nodes to the main scene?
>>
>>740247326
AAAAAAAA
>>
In the modern era of AI it is easy to create your own engine with only exactly what you need out of it. Do that.
>>
>>740247326
chain physics are notoriously painful, yours looks pretty good to a retard like me. how are you solving it?
>>
>>740247463
Chain segments are rigid bodies connected by 6dof joints to eachother. Fiddled with some parameters to make it feel better. Basically what this guy did, but done by hand instead of a procedural script:
https://www.youtube.com/watch?v=2RyDTkGrRdY
>>
>>740224184
Do I have to learn to code for any of these?
>>
>>740247969
Yes
>>
>>740247969
Nah, just use AI.
>>
>>740247408
don’t fucking do this. it’s already hard enough with unity/godot.
>>
>>740247969
Yes, but don't get discouraged, it's not that hard and you can always help yourself with AI (to help you learn and code, not as a substitute like the other anon implies)
>>
>following Koch's Godot tutorials to try and learn what I'm doing
>he doesn't explain half of what's used in each lesson, just goes "and at this part you type this stuff and it makes your game work"
>exercises to apply what he's taught usually have solutions that contain new information
>have to look up everything myself anyways
This shit sux
>>
>>740247059
>takes so long to load
Skill issue. I can delete my game's library folder and it'll rebuild it in less than 5 minutes, and its a 45gb project.
Use assembly definitions.
>>
>>740246526
>Range engine
Pretty unfair that this baby doesn't get more recognition. Esp as godot exists.
>>
>>740248114
You're wrong, it's just hard because there's a ton of shit to wade through that you don't know about or understand, and when trying to build stuff from scratch in something like Unity you're extending their entity shit and it just steps on your toes in secret ways you don't want it to all the time because it's doing a bunch of shit that you didn't tell it to behind the scenes.
>>
>>740247125
It's fine if what you want to do works within its limits. There have been some cool 2D games made with it.
>>
>>740248408
Then use someone else's tutorial? Lmao or just figure it out yourself. Most stuff you can just Google or AI anyway
>>
>>740247009
No thanks. Why would I waste time changing an engine? Might as well make my own, but I'm not retarded and actually plan to release my game.
>>
>>740246559
I started learning to draw at 32
>>
>>740246559
Right now is literally the best era to get into coding and game development from zero, any good ai agent will tard wrangle you through the basics like an infinitely patient teacher.
t. started learning C# for unity a few months ago despite being over 30 but the coding itself is so fun i genuinely think delving deeper
>>
>>740249194
And I assume you're terrible at it?
>>
>>740249345
I'm okay at it now, enough that people say nice things in these threads when I show my assets
>>
>>740249189
>nigga doesnt realize tooling is the best way to make games more quickly
>>
It's 2026. If your indie game doesn't load instantly and directly into gameplay without unity/UE/etc. and various other tool library splashscreens displaying for 40 seconds before you can start clicking on things ingame it's an instant refund.
>>
Funny how using an engine to speed up your gamedev is a no-brainer but using AI to speed up your gamedev is a cardinal sin
>>
>>740249295
Good on you man.
Don't let that drive wane.
>>
>>740245053
That's my process. Make a little guy, then a fatty and start working on actions or physics. Very next is music as background. Smooth everything then work on special effects. Eventually, introduce another shape until every regular enemy is working, increase numbers to test performance THEN make sure crashing them into each other is perfect with no hiccups even after more details or more than 10 onscreen even with fucktons of flashing or shit blowing up. Finally, start working on boss battles. Don't move onto anything else until I know this shit is fun.
>>
>>740249182
This one was the most highly recommended tutorial pretty much universally when I checked a while back.
>Most stuff you can just Google or AI anyway
I tried that at first and got hallucinations and unoptimized code. I've had to learn the basics before I could even get that far with it.
>>
>>740249698
I really don't know why most devs still don't just make the splashes skippable by mashing A
>>
>>740248408
In a few months with software development i understood that your main skill is being able to efficiently google solution to any issue. This is the same for any tutorial. Fill the blanks yourself, in fact this will help the knowledge solidify.
>>
>>740249920
They're legally not allowed to in most cases.
>>
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>>740249698
>directly into gameplay
Not even a title screen? :(
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I made this today but I have no game design plan so I'll shelve it until I have something more solid.

>>740250203
the sillhouette looks like she's twirling her hands autistically lol.
>>
>>740230003
>for 3d games you need a team
kek
>>
Where's the anon making the dragonrider game?
You need to shill your shit dude.
I'd post the link for the YouTube channel if I was on my pc.
>>
>>740250281
Autistic people can be heroes too, like Mr. surgeon guy from that television show
>>
>>740249724
Thanks
It's a shame our programming classes were terrible back in school, they focused mostly on math which drew me away from the subject for good 15 years. Real coding with higher level languages feels far closer to a mix of logic and human-to-machine linguistics.
>>
>>740244658
holy mother of retard
>>
>>740247208
Saying "skill issue" regarding Godot contradicts the claim that it's a suitable engine for amateurs though.
>>
>>740250516
i seem to trigger devs with this take. are you a dev? im just speaking from the heart as a gamer
>>
>>740247125
The team actually knows what they're doing. It's really good if you want to do 2D and only 2D.
>>
>>740224184
>Which engine best for make game?
>>
>>740249703
AI has really fast diminishing returns with large codebases. So no, it will not speed up your game dev process in the same way that using an engine is faster than building one from libraries.
Ideally you should be spending a lot of time making small games to build a toolset/library in your engine of choice. After that, you really won't have to program much anymore rendering the AI useless.
>t. release 1 game each year but only write around 1000 loc each year
>>
why isn't there something like little big plannet as a game engine on pc?
>>
>>740253374
roblox?
>>
>>740253374
roblox no?
>>
>>740251241
What is making wrong the sentence sir?
>>
>>740224184
Godot is surprisingly good.
Unreal is a beast, but it's a convoluted and garbled mess of systems stacked on top of other systems.
Unity is just garbled nonsense that still looks like shit.
>>
Protip: if your goal is to make money you should do literally anything else besides gamedev. Becoming a professional youtuber is x10 times easier, for example. That's why gamedev youtubers don't release shit.
>>
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>>740253497
>>740253537
havent tried robolox so I dont know but what I mean is pic something that build on the ideas from this. Dreams advanced this and I think there was another engine that was doing something similar on pc but nothing popular.
>>
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>>740253986
>>
>>740254142
That's fine. Just don't quit your job and bank on making money from it. The gaming market is ultra-competitive. You get in for the passion, not the money.
>>
>>740253986
Yes my retard friend, this is a hobby
>>
>>740249189
Got any footage of the game to share?
>>
>>740244658
what do you think of ultrakill?
>>
>>740253986
Do people who say shit like this even make games? If you did, you'd get why we do it. It's super satisfying.
>>
>>740254968
they don't, he's probably some fag from agdg
>>
>>740254968
Most indie devs agree with the sentiment. All you have to do is try and realize how shit the effort/return ration on gamedev is.
>>
https://orchestrator.cratercrash.space/
>>
>>740253986
As someone with close to 10 years I used to share a similar sentiment.
If you wanted to make money off of gamedev, join a company that pays you a salary instead of gambling as a solo indie. But well, it's become really hard to actually get a job in the industry now, so it's good to get something made for your portfolio.
>>
>>740234564
It's not that simple. If a game was built around Lumen you would need more than just disable lumen to make it run well as the game probably lacks light sources without lumen and everything would look dark and fucked up without it. Same with Nanite, probably the devs just put 6 gorillion polygon props and if you disable nanite the game will run at 1 fps.
>>
>>740251241
Game Maker, it's in the name.
>>
>>740247125
Unironically good and the best for 2D games, don't believe in the trannydots that their shitty engine is good for 2D.
>>
>>740255689
If you do it for the cash you can produce the lattes form slop (multiplayer and cute is a must)
Be a proper grifter. Or just give up making a game for the $$$
>>
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>>740247125
picrel was made in Game Maker. One of the best indies I've tried so far.
>>
>>740247125
Godot is better at 2D games than Gamemaker. Ask /agdg/, that's their sentiment.
>>
>>740256662
>Godot is better at 2D games than Gamemaker.
the rendering godot uses actually is worse somehow, I don't know how they did it but its the worst piece of shit I've ever decided to toy with.
>>
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>>740247246
>breaks as soon as you try to do anything complex.
Not with that attitude.
>>
What's the best engine if I want to make literally nethack?
>>
>>740257183
>nethack
>engine
unity, unreal can handle it if you want the equivalent of taking a hammer to your balls to debloat it for that purpose, but godot will shit itself if you try something like that
you are better off not using a nu era pleb engine at all for this endeavor though
>>
>>740253986
>Becoming a professional youtuber is x10 times easier
Is it though? I follow a YouTuber who has been making decent videos regularly for years and often get only a few 100 views or so.
>>
>>740256662
>Ask /agdg/
I don't think they can be trusted whatsoever.
>>
>>740257183
Use something like monogame.
>>
>>740257292
That's what I ifigured but ai wanted to see if the collective knowledge of anon would know something that I don't.
>>
It is a poor musician that blames his instrument.
>>
>>740256662
>Ask /agdg/
lol
>>
>>740257183
ncurses
>>
>>740257479
a weird factoid is unreal exports can actually be made extremely slim if you try to the vein of around 18-20mb, but I've never tried nor do I think its worth anyones time to do that
>>
>>740257183
Monogame.
>>
>>740257350
Yes. I'm a failed indie dev and my first youtube video has 2k views.
>>
>>740257678
based
>>
>>740257456
>>740257678
>>
>>740258148
What the fuck.
What happened to my post?
>>
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lol i use javascript for my game. do not recommend
>>
>>740258231
>spoiler
based JS code bro
>>
I want to make a multiplayer game about delving into dungeons with the gimmick of the dungeons being so big that your character will need to make multiple trips to go deeper and deeper since they'll need to haul back loot to buy more supplies. I also want it to have a persistent world in the sense that you have hang ropes for climbing, write messages on walls, put metal spikes on doors so you can only open them from one side, and other things like that. What engine should I use?
>>
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Stardew Valley was made in monogame. If it ran on Godot it would run like absolute shit.
>>
>>740258358
Unity
>>
>>740242861
>Virtually all gamdevs made their own engines in the 90s because you had to
have you ever considered that this filter is one of the driving factors that caused the games to be good in the first place? with any jackass being able to churn out a turd in unity all we have to show for it is a sea of shovelware

there is also just something extremely satisfying about having full control over every detail of a project instead of relying on internal design decisions you fundamentally disagree with but are stuck with, so yeah it’s more work but it also makes you more motivated and keeps you from burning out once you get the ball rolling
>>
>>740224590
This
>>
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>>740259052
Without Unity we wouldn't have gotten masterpieces like Darkwood. There are tons of excellent Unity games.
>>
>>740259052
>have you ever considered that this filter is one of the driving factors that caused the games to be good in the first place?
Its not, the 90s was also filled with a sea of shit now forgotten thanks to age. Its just publishing poop and sticking it right in people's faces is easier than ever.
Also people misunderstand what a engine actually is, its historically normally a bunch of conjoined libraries and whatever tools you make to help you work with that.
The modern engine is a very polished version of that, and the modern framework is a unpolished version of that.
But both technically meet the criteria of "engine"
>>
>>740258452
Does godot run badly because it uses a quasi python language?
>>
>>740259660
I think the main problem is the renderer and physics system. Simple 2D games are much heavier than they should be.
>>
>>740259798
Well, what parts of Stardew valley use physics that could make the game lag? Item drops?
Do I avoid it by simply using as little physics as possible?
>>
>>740259660
GDscript is slow, but that is the normal tradeoff for a pleb scripting language glue.
The problem comes in that everything else is weirdly not very good. The rendering is awful to the point I don't know how they managed to accomplish this really since even indians and university students could produce something better along with quicker.
>>
>>740224184
i mostly do rendering and particles/vfx, my order for engines goes:
>Unity: most flexible, very modular. your allowed to do whatever you want in rendering.
>Unreal: best graphics fidelity without much work. not suited for games, please think of UE5 as a movie production software that can make games.
>Godot: its nice, but exposing such low level API comes with downsides. I'd rather be lazy and use more agnostic shader language in Unity so I can compile to multiple graphics API with one shader.
>>
>>740259432
All of the greatest games of all time were made >20 years ago. There were shit games for sure, there will always be shit games but there are more now than ever. Given current conditions we will never surpass previous golden ages. Games have never been more homogenized and uninspired than they are now.
>>
>>740260094
>Do I avoid it by simply using as little physics as possible?
Yes, that is good to do. You'll save a ton of performance by using custom quasi-physics calculations, like Vampire Survivors does.
>>
Anyone in here use Love2D? Been using it for a bit over a year now and I've become quite a fan
>>
>>740247125
needs opera account to use it. dumbest shit
>>
>>740253374
If you want an easy way to make single player games the game engines we already have frankly already make it pretty easy.

If you want an easy way to make online multiplayer ones. As the other anons said, roblox. If you want something better than that, well that was what s&box was supposed to be but garry fucked that one up.
>>
>>740224526
Mostly this, custom engines always deliver a more authentic experience than cookie cutter shit like what >90% of gaming is today
>>
>>740258452
If Halls of Torment with all the things on screen runs well using Godot a Stardew Valley would be trivial.
>>
>>740262071
garry is such a tard
>>
>>740240036
UI reminds me of Dragon's Dogma.
>>
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slouken senpai noticed me and merged my PR into SDL3. Also you can do this now.
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>>740237732
The input actions/maps are actually Goated, probably best ive seen.
I agree about UI though but I found a library that basically copies css flex boxes and I use that for everything now.
>>
How do I start learning godot? I found an 8 hour tutorial
https://www.youtube.com/watch?v=TLG2yVpLDT8&t=106s

I have figured out my game already, I just need to skills to implement those ideas. Is AI a reliable assistant if I ever get stuck?
>>
>>740265816
You and me, I love new input system but fuck the UI and I just reimplemented it on 2D objects instead.
>>
>>740261956
even gamemaker needs online account to use nowadays?
that's why I dropped all modern engines, if I can't run everything offline then it's worthless
>>
>>740265960
Will also say I hate scene management stuff, but I dunno if thats a unity problem or all engines don't have a good way to manage scenes

Every dev ive talked to has had to build their own bespoke scene/transition wrappers for their projects, instead of there being one "unity way"
>>
>>740224184

UE5 = make shinny demo, unless you have a team
Unity = the only engine that I see games get made in that aren't AAA slop.
Godot = make stupid demo's
>>
>>740265932
Just start devving. Google/AI info as needed.
>>
>>740224184
depends on what you are trying to make and where the game engine needs to put in work.
if you need a strong physics engine you will want to choose a game engine that can support something good.

unreal uses chaos which is sweeny's unoptimized dogshit slop that was made specifically to try and coast on high end graphics cards to do large scale environment destruction.
older versions use physX which is owned by nvidia.
physx has been optimized to hell and is far more efficient for everything else.

Havok physics is durable and workable, and has heavy support in unity AND unreal.
its what most bethesda, resident evil, rockstar, and COD games run on so as long as you are careful enough its serviceable, but can give you some sillyness with ragdolls if you are not careful (like bethesda is notorious for)

Godot uses jolt physics and its newer so I don't know much about it, but its made for modern stuff and is opensource.
you are likely gonna have to do more self-learning with it.

this is all JUST for the physics engine underlying whatever you make, and I am just talking about 3D graphics.
>>
>>740224184
I'm used Unreal as a professional game-dev studio; it's impressive when you figure it out. I actually hekin' love blueprints.

Godot and Cursor is a game changer however. You can build a scene as a fucking text file. Cursor can prototype almost anything for you in a few seconds. If you want to make a 2D game (currently making an adaptation of Axis and Allies with modular maps and rules), it's very quick.
>>
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>>740224184
Been using Godot, I like it so far
>>
>>740224184
hear me out
HEAR ME OUT
cuz you aint gonna believe me:
NO ENGINE, but: fucking JAVASCRIPT and an AI that will code the game for you. Yes a browser game. AI knows the most about that than any other type of game language/engine
>>
>>740224590
whew i havent heard anyone say "graphics whore" in so long. so refreshing.
>>
>>740268494
the catch: you have to use only the two best AIs. Codex App or Claude Code. NOTHING ELSE WILL SUFFICE. Do not be fooled by DeepChink or any other SHIT. see this REAL benchmark for how shit DeepSeek really is: https://deepswe.datacurve.ai/
>DeepSeek score: 8%
>GPT 5.5 score: 72%
>>
>>740224590
Unity is spyware
>>
>>740268697
Do not use RooCode or OpenCode or DeepSeek or GLM or any of that other SHIT. You will FAIL. BITCH. I'm trying to help you! Ass titties pussies breasts hell yeah dawg a little young to ya know im sayin
>>
>>740264018

Is this made in PSXSPLASH?

PSXSPASH turns unity into a PS1 dev kit that lets you make real games that can run on a PS1 emulator.

https://psxsplash.github.io/
>>
>>740243910
>>740243969
I have thought myself unreal engine and am finishing up my first project now for publishing. Trying to get it to be as performant as possible. One thing was disabling "generate overlap events" for every static mesh in my level (10 000 meshes). Doubled my frames per second after over two years working on it. No one will tell you these things though. It's been fun but not knowing what to not use was my biggest hurdle for being self taught. I didn't use an ai to code. It's called "Glitch City" and I'm almost ready to publish it.
>>
>>740268974
No, it's a DOS game. I decompiled it and ported all the DOS-specific interrupts and libraries to SDL so it can be built for modern systems. And have now uh, refactored and improved it significantly. The graphics are the original software rendering code drawn to an SDL texture instead of sending the buffer directly to the monitor.
>>
>>740246995
I mean you've correctly identified a workaround.

But again, if anything is going to be needlessly complicated it helps immensely if it's something that's generally easy to do like a UI.
>>
>>740224590
You don't deserves to make videogames if you don't have at least an appreciation for good graphics and good art. Not to mention good optimisation.
inb4 le good art doesn't need good graphics, midwit retard opinion.
>>
>>740270436
>le good art doesn't need good graphics
technical competency in regards to graphics in particular is magnitudes less important than good art direction
>>
>>740250297
For good 3d games, not your cheap ass unity flash games looking flash shit
Kek
>>
>>740271165
holy triggered
>>
>>740270979
Yeah definitely, but you still gotta know wtf you're doing with the engine and in term of displaying 2D/3D graphics for a videogame.
Also if you actually have a decent artist vision then you will appreciate good graphics anyway. Graphic whores tend to ignore art direction, which is dumb, but doing the opposite is hardly better.
>>
>>740224184
ur brain
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>>740272456
>you still gotta know wtf you're doing with the engine and in term of displaying 2D/3D graphics for a videogame.
>if you actually have a decent artist vision then you will appreciate good graphics anyway
Anon, that's what technical artists do. They specialize in shaders, understanding the render pipeline, and maintaining art direction. It's a niche role in the West but super common in Asia due to animeshit.
>>
>>740268494
>AI knows the most about that than any other type of game language/engine
Javascript is actually the most performant slop language in existence right now, If you are using an AI for it its basically over for you before it even started.
In any case the problem comes in that you are going to be using webgl for your rendering, and people haven't done enough with webgpu for AI to actually produce anything of note for you with it.
>>
>>740259052
>there is also just something extremely satisfying about having full control over every detail of a project
Enjoying it more doesn't mean you're going to produce more or faster. You're wasting creative energy on the engine and not the game.
>>
>>740273379
>Enjoying it more doesn't mean you're going to produce more or faster
it’s not about more or faster, it’s about quality and vision. doing the thing that makes you work more passionately inherently produces a better result

>You're wasting creative energy on the engine and not the game.
the engine is the game. tooling is has a massive impact on your output. if you make a game in unity it will be another unity game. that’s part of the reason modern games have stagnated so badly



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