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is Unity the best game engine ever made?

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is Unity the best game engine ever made?
>>
No
Unreal
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No, redengine is.
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Unity is good for the majority of people who develop games at a company that can't afford to make their own state of the art engine.
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>>59620325
this
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Best in what way?
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Using it for a project with my leap motion.
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>>59620311
probably. i think they made YGOPro 2 with it. Looks like you can really do a lot with it.
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Yes I would I say it is the best general purpose game engine built to date.
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>>59620311
No, you fucking retard. Kill yourself immediately.
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Latest version of RAGE engine it is. The scaling is ridiculously good.

>>59620311
Wonder why it's not used for good games then.

>>59620325
How does it do in open world? Don't recall open world games with it.
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>>59620311
>not making your own engine
sad
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No, you mouth-breathing mongoloid. It's a shit engine for shit devs to make shit games.
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7 posts ITT: I play a lot of video games so I like to pretend I know what I am talking about.
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I use Unity daily at a professional level. The company I work at is pretty small (10 employees, just an indie studio) but the people I work for are incredibly bright individuals.

Unity the engine is ok. It's not awful, it's not the best thing to exist. But in my opinion the time saved by using it heavily outweighs the cost of creating an engine from scratch. You can make some extremely gorgeous graphics in unity as long as you know what you're doing.

For example, we re wrote their standard shader entirely as our first step in our recent game. Which is kind of my point, using default settings and assets you'll end up with trash. Use the more advanced features and you'll make something nice.

Don't listen to the sheep on /g/, /v/, or especially /agdg/.

If you want to make a game, just pick either unity or unreal and fucking make a game.
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>>59621710
t. literal shit for brains
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>>59621735
To expand on this, my biggest complaint about unity is the lack of real threading support. You write c# code so yeah you could technically just do

new Thread();

But 99% of Unity's API doesn't work outside of the main thread, which means no object instantiation outside main thread, no manipulation of transforms etc. However this is being addressed in a future version of the engine thankfully, which is currently in beta. If they continue down this route I'll be extremely happy and would easily rank it over unreal.
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>>59620311
this is a unity3d linux platform developer, say something nice about her.
[spoiler]literally what would happen to /g/ if born female[/spoiler]
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>>59621789
When they released the Linux editor I was excited at first. Then I realized there's no visual studio and went right back to Windows. Meh
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>>59621789
Nice spoiler tags. Retard.
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>>59621735
>/agdg/

the actual game creators there will tell you to use tools like Gamemaker, RPGMaker, or Unity if your target game can actually be made with them. The resident autists who reside there, who have never made a game and will never make a game have retarded opinions because they spend there time doing fruitless reverse engineering and pointless wheel rewrites.
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>>59620311
>C# and Javascript
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>>59621918
C# is fine. Unity doesn't use JavaScript, although you can optionally write in "unityscript" whose syntax is similar to JavaScript. Don't recommend though, it's barely supported and only pajeets use it.
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>>59621918
Unity has never supported Javascript.
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>>59620325
This

>>59620311
It's shit. Uses terrible languages and has a terrible performance and pajeets working all over it. The only Unity based mobile game which doesn't turn your device into an oven is Hearthstone which basically means if you're an indie dev stay away from unity, especially since unreal is free. Unity just doesn't have anything over unreal.
If open source is more of your thing then Godot is perfect. It's light, supports 3D and proper 2D, is available on all 3 relevant development platforms, uses a newb tier syntax similar to python and shits all over GameMemeker.
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>>59620311
>Just tried playing a game I bought recently.
>It's some very simple 2D platformer.
>Starts with "Made with Unity" screen.
>ohboyherewego
>Play for 2 minutes until first graphical glitches start.
Why do people still use this piece of shit?
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>>59621918
>>59621951

>Use Unreal
> import v8 engine in C++
>you now have Javascript support
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>>59620311
Using jMonkey engine. AMA me.
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>>59623632
Why?
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>>59623762
>free
>uses Java (which I know best)
>good wikis
>helpful community
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MT Framework is pretty great, still waiting to see Panta Rhei. Hope they license out MT Framework
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>>59623810
is it easy to use? I've been playing a bit with Unity recently and its not that intuitive. Although the documentation is not bad at all
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>>59624347
Relatively simple to use. You need to know Java though.
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>>59624373
I do know some Java. Did some stuff in J2EE. Also my daily job involves writing tons of C# so I'm not gonna be lost in terms of languages I guess
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>>59621803
There is Jetbrains Rider now
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>>59622546
Engines like Unity and Game Maker are very newbie friendly in terms of already laying a solid foundation to develop a game from. This is a double edged sword. Sure it speeds up development time significantly by laying the ground work but that also means complete beginners can get away with cobbling together a barely functioning game with copy-pasting from tutorials without actually learning the fundamentals of programming and relying on one too many crutches given to them by the engine. It's best to learn a language, any language really to competent level then try an engine. That way you at least know what your doing.

Too many people go straight to building a house without laying down the foundation first.
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>>59624408
which is really good like everything Jetbrains makes
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>>59621609
>How does it do in open world
UE4 has pretty nice tools for open world. You can either create your landscape manually in editor or import it from external tools as static mesh or heightmap that can be edited later. Single landscape can have max 8K resolution but you can create multiple landscapes and total possible world size has no technical limitation. It can also automatically create LODs for your terrain and static meshes.
In terms of managing tiles you can load sublevels manually in multiple ways or use World Composition mode meant for open world games that does it automatically, but it doesn't allow any manual level streaming so i.e. you can't conveniently hide some content in sublevel and load it when some event fires.
Also UE4's Bueprints are quite nice for beginners and prototyping.

I'm making open world game in UE4 and soon I'll be asking for some performance assistance.
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>>59621735
>>59621775
Are you using Unity 5 now? What platform are you making games for?

Also, is there anyone using CryEngine, Lumberyard or Unigine?
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>>59620311
depends on how you define "best".

Unity is made to be an all-batteries included package that its easy to use. Not a framework designed to get the best performance no matter what.

So if by "best" you mean "faster", the answer is no.

If by "best" you mean "easiest to use", maybe.

But if by "best" you meant "best", of course not, it's not idtech 2, the most beautiful game engine ever made.
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>>59620311
>"engine"
Might as well be Little Big Planet. Unity is what 14 year olds use to make edgy zombie shooters with pre built assets. If you can't figure out how to use something like Direct3D, you probably don't have what it takes to make a good game anyway. I mean, at _least_ use Unreal.
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>>59621951
>Unity doesn't use JavaScript
>>59621965
>Unity has never supported Javascript.
https://docs.unity3d.com/ScriptReference/
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>>59620311
UT4 is superior in every single way conceivable. It's open source, doesn't require quad titan X to run a 2d game, and actually looks good. It is significantly more powerful, significantly easier to use, and overall bugfree (whereas unity is the buggiest shit ever).
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>>59627042
Stop being a shitposter. Read what you quoted and what you linked. That's unityscript
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>>59625036
My only real problem with ue4 so far is that it's too hard to even start unless you're OK with using blueprints for everything. For example, I want to start with the 3rd person template and programmatically add an emote triggered when the `e` button is pressed. How do I do that? None of the official docs or tutorials are helpful for that, I had to compare against other people's projects and dive into the code.
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>>59621617
Not viable for 3D. For 2D it's so easy you have no excuse, however.
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id Tech 6
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>>59621803
You could just use VS Code now, but Linux editor is kind of shit anyways-too many bugs to work with it efficently (but it improved exponentialy during last year)
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>>59626436
Cryengine and lumberyard are effectively the same thing. They have poor tooling and really don't work well outside their niche. Unigine is not a game engine, it's a rendering engine (comparable to osg or ogre3d which are the most popular in this area, not to cryengine or unity). It's also very locked down for the purpose of selling the higher-end editions of the engine.
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>>59628674
Does it have code autocomplete? Can it let me select and function and list out all references to it elsewhere in code and jump to it from there? Those are the two main features of visual studio that seem to be lacking in every other editor.
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I use Unity.

It is okay.
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Source Engine is the best one. Simple familiar tools, runs on every toaster, looks good. Basically the AK-47 of game engines.
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>>59628751
Source engine is unironically garbage.
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>>59628733
>Water isn't ridiculously wavy
it just looks like roads
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>>59622114
I'd like to interject for a moment my non-gamedev friend. Unity has a lot over Unreal, and that is-the asset store and community. It's much easier to make a mobile game with Unity than with Unreal: it's much easier to make ads work, to include plugins, to have external stuff just working. Godot is fine only if you're not into monetizing your game, and GDScript is shit slow, much much slower than Unity's C#.
Unreal Engine is cool, but not worth the fuck for small/medium projects.
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>>59628778
Personally, what pisses me off is the fucked up rendering around the boat.
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>>59628716
1. Yes
2. Yes, Yes
VS Code shows by default number of references to variable declarations.
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>>59628770
t. pajeet who can't learn C++ and is unable to comprehend the value of CSG level editing
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>>59628840
You seem to be very knowledgeable about pajeets. Could it be related to how you're mindlessly praising an engine you've obviously never used?
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>>59628859
I talk to a lot of pajeets on this board. I made a lot of stuff in idTech 3, GoldSrc, and Source since 2003 as a mod developer.
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>>59628553
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>>59628914
>as a mod developer
MY SIDES
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>>59628999
GoldSrc/Source mod developers are known to go deeper in the internals of their favorite engine than an average Unity pajeet.

Check out this mod, the renderer of Half-Life 1 is modified there so much that the game looks more like its sequel or Doom 3: https://www.youtube.com/watch?v=Tbm594YPAYE
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>>59628979
Documentation is old and wrong. Other places in their own documentation refer to it as unityscript.

Go ahead and try to do

var data = { something = "something" }

Valid JavaScript. Not valid unityscript
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>>59629101
>this is what pajeets believe
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>>59620311
That's a funny way to spell Unreal Engine, OP.
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Euphoria gta iv/red dead redemption era and Fox
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>>59620311
which engine is good for 2D destructible terrain + physics?

For ballistics simulations or games like worms.
i.e pretty fine-grained detail, not as coarse as say minecraft/terraria-blocks. ?

Just throwing together a custom one despite the shitton of effort it is?
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>>59629175
Yes, it's sad that they believe that Source is not the best engine. Maybe one day they will learn.
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>>59628674
Just use jetbrains rider and the unity plugin. Works as good as visual studio
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>>59629131
>Documentation is old and wrong.
no, you're old and wrong
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>>59629280
It's really almost no effort. Plug in the ballistic equations, gravity and elasticity and you've got all the physics down. Destructible terrain can be tackled in many ways and that will depend on what you want to do exactly.
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I doubt there will ever be a best game engine ever considering how different games can be. You should choose the engine based on the application. There's always going to be trade offs, you just have to choose what will work and what won't.
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>>59629354
say multiple users interacting with the same terrain instance.

The networking for an authoritative server, physics, etc sound like a bit of a pain, but still doable.

Neatly representing the terrain and conveying modifications to it to all clients is the part I have been having the most problems thinking about a solution to, though.
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>>59629508
There are shittons of papers, blogs, reference implementations, etc. on precisely that subject. You should build a repository of those resources and go through them.
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>>59628751
Source is only a "good engine" because you have some familiarity with it.

If you can create games with it, more power to you, but trying to tell other people to start with Source means you deserve to be assaulted with a used 2x4.
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>tfw blank project in unity runs at 7000 frames per second
>ue4 barely 120
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>>59629649
Because ue4 isn't beyond retarded so it has a thing that everything non-crazy has which is called limiting the FPS.
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>>59621789
>/g/ if born female
>born female
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>>59629686
>disable "smooth frame rate" cap
>still can't push 200
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>>59621789
She's pretty cool, actually.
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the only UE4 game i've played, ARK and Conan Exiles, both run like shit and look like shit
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>>59629721
Smooth frame rate != framerate cap.
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>>59629755
burden of proof's on you my friend

show me a screen cap of UE4 running at 7000fps full screen and i'll concede
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>>59629834
you have to set t.MaxFPS at start. The burden of proof is on whoever makes the claim, which happens to be you.
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Is the Halo engine open source yet?
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>>59620311
im new to coding, is unity3d the only decent option for android games? i want to create a 2.5D nintendoDS-like jrpg but existing unity games seem to have trouble running at 60fps, either stuttering or turning phone into molten lava... any suggestions for 60fps android friendly game engine or tagwords for reference docs?
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>>59629834
the burdern of proof is on the accusor not the defendent you cum stain
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>>59633354
Lots of game engines have mobile compatibility. Even the lighter weight ones. Or you could do it all manually without a prebuilt engine in SDL which I think targets mobile now also. Not sure about 2.5D generally.
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>>59629742
It's not engine's fault, UE4 uses same engine components on smartphones as on PC but configured in different way so it's pretty lightweight in fact.
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>>59620741
in others words, 95% of them.
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>>59620325
Phht.Do collisions work properly in Unreal yet?
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>>59633354
No. It runs like shit on android. Read >>59622114 . A decent engine would probably be Cocos2DX. It's pretty much perfect for 2D games (2.5D and isometric is 2D). Godot is very easy to use but I'm not sure how well it performs as I have trouble finding games made in it. So I wouldn't recommend using it.
>>
Löve bitches
>>
>>59634533
>>59634350
How does 2.5D work in 2D though? I can understand it in 3d and in the idiom of 3d transforms on 2d but do those transforms translate to 2d environments? I'm pretty dumb/new to graphics shit and need some carmack in my brain or something.
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>>59634548
>what is vector math?
pick up a book or attend school more dude
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>>59634548
2.5D is multiple layers of 2D stacking to create an illusion of "3D". So to answer your question, 2.5D works only on 2D, not 3D. A 3D environment mostly uses 3D models while a 2.5D environment uses 2D sprites. A 2D or pseudo 3D (2.5D) works exclusively with 2D images and all 2.5D games are made using a 2D engine, unless they have 3D effects which need 3D rendering (even though you can easily convert 3D into 2D from a specific point of view, which is a better practice since rendering 3D on a 2.5D game is a waste of resources).
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source engine, best engine
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>>59634575
Yeah, I've been out of school for forever and never did anything in graphics aside from really basic 2D stuff and more recently 3D stuff.

>>59634626
Yeah, I know what 2.5/isometric stuff is, never actually considered it. Makes sense it's just such a simple answer to what I was thinking.

Any suggestions on good books for that sort of thing? Foundation of older 2D/2.5D game engine graphics or something?
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>>59634626
Though most newer 2D engines actually render in 3D because graphics hardware is optimized for 3D these days.
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>>59634657
I think even stuff like SDL's 2D is based around some underlying hardware acceleration.
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>>59628693
I wonder why the guys that made Sonic Boom used CryEngine in the first place.
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>>59634657
It may be optimised for 3D, but it will still have a much easier time rendering 2D and use less storage space for that asset (most of the time). This means less required storage, faster resource loading and less GPU stress when compared to 3D.
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Unreal is the best. Simple as that.
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>>59621735
>>59621775
What level you should be on C# to make a good use of Unity ?
I'm pretty good with Java but I never even tried to learn C# and I'm planning on learning it soon just for Unity.
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>>59634656
You must be 18 or older to browse this site
>>
>>59620325
>Unreal Engine 4 is arguably the best game engine ever made with the best and most open development platform ever designed
>Unreal Tournament 4 is arguably the best shooter designed in the last decade
>Nobody is making games on Unreal 4 anymore despite being cheaper and superior to Unreal 3 which everyone and their moms used last gen
>Unreal tournament is vaporware that will never see a beta release let alone an alpha (been in pre alpha for 3 years)
What the fuck is wrong with people
>>
>>59636465
>out of university for decades
>underageb&
Pick one.
>>
>>59636502
>Pick one.
But he did pick one. He chose to believe that you were underage.
>>
>>59636502
You must be 18 or older to browse this site.
>>
Why IS AGDG on /vg/ and not in here ?
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>>59635712
dude i went from 0 to a 3d infinite runner in 3 months. had art and 3d background tho.
>>
>>59636556
We don't want them. Please do not try to convince them to become /a/g/dg/ or something similarly stupid.
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>>59636556
/vg/ is much more appropriate for AGDG.
/g/ is about technology only, not game development
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