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germanatlas ( germanatlas@lemmy.blahaj.zone )  to 196@lemmy.blahaj.zone · 3 years ago

Unity Engine Rule

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Unity Engine Rule

i.imgur.com

germanatlas ( germanatlas@lemmy.blahaj.zone )  to 196@lemmy.blahaj.zone · 3 years ago
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  • Squids ( Squids@sopuli.xyz ) 
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    3 years ago

    Rival developer? Please, I’m pretty sure the call is coming from within the house here - this is exactly the sort of thing 4chan would do because a game asked them pronouns or gave them a wetsuit skin instead of a bikini one

  • Diabolo96 ( Diabolo96@lemmy.dbzer0.com ) 
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    3 years ago

    We need to make Godot the biggest engine for indie devs just like how blender is the go to 3d modeling software.

    • colourlesspony ( colourlesspony@pawb.social ) 
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      3 years ago

      Godot is fantastic! I really want it to become the Blender of game engines.

      • I Cast Fist ( ICastFist@programming.dev ) 
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        3 years ago

        Speaking of, it does have great integration with Blender. By default, you’ll want to import 3D stuff as .gltf, but if you have blender installed, Godot/Blender will automagically import .blend files as .gltf

        • AdmiralShat ( AdmiralShat@programming.dev ) 
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          3 years ago

          Just to add, there was a post i saw where someone got Geometry Nodes working in godot through .blends. They’re static in Godot, but as soon as you save in Blender, it updates in godot without export

    • Holzkohlen ( Holzkohlen@feddit.de ) 
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      3 years ago

      Shoutout to Renpy. I love me some VNs and I love that little engine. It’s so user friendly (as in for the player) and it’s open source.

      • Diabolo96 ( Diabolo96@lemmy.dbzer0.com ) 
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        3 years ago

        Renpy is i believe already the most used tool for VNs. It uses python so it allow far more customization than just a classic branching VN. Granted, you need to learn python, but at least it’s the most used programming language in the world not some proprietary language that may die anytime.

        A minute of silence to all actionscript 2/3 (the adobe flash programming language ) devs

        • homo_ignotus ( homo_ignotus@programming.dev ) 
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          3 years ago

          The most used programming language in the world is Excel, not Python.

          • SkyeStarfall ( SkyeStarfall@lemmy.blahaj.zone ) 
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            3 years ago

            Not for programming

    • HulkSmashBurgers ( HulkSmashBurgers@reddthat.com ) 
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      3 years ago

      Irc brotato uses godot. I love that game. Lucky character slingshot build ftw.

    • LoudWaterHombre ( loudWaterEnjoyer@lemmy.dbzer0.com ) 
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      3 years ago

      Do you know Maya?

      • Diabolo96 ( Diabolo96@lemmy.dbzer0.com ) 
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        3 years ago

        I know it’s one of those modeling software that cost the same as a car. There’s 3ds max also.

        • unalivejoy ( joyjoy@lemm.ee ) 
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          3 years ago

          Both are also characters in Ace Attorney.

          • Diabolo96 ( Diabolo96@lemmy.dbzer0.com ) 
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            3 years ago

            -Congratulations on the kid sir. So what will this little fella be called ?

            -Max, 3ds Max.

  • ZILtoid1991 ( ZILtoid1991@kbin.social ) 
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    3 years ago

    https://github.com/ZILtoid1991/pixelperfectengine

    If you need an alternative for retro pixel-art games, then you can use my engine. Has its own weird quirks, but can be made work, also I still need time to hardware accelerate the sprite rendering.

    • Nerorero ( Nerorero@lemmy.blahaj.zone ) 
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      3 years ago

      Could I make a Text based game with this? And does it support android?

      • ZILtoid1991 ( ZILtoid1991@kbin.social ) 
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        3 years ago

        It has a text rendering subsystem for bitmap fonts, so as long as you either get the fonts for it (either by converting them from old bitmap fonts, or from new vector fonts), you can. It also has a GUI system, which might be good for either text-based games too.

        Android support is planned, but currently low-priority due to other things I need to take care of. Audio is likely taken care of for the most part through ALSA (hotplugging would probably crash the audio thread as of now), and until I don’t move things away from SDL to my own solution (iota), it wouldn’t be too hard to port (also I will add Android support to iota, either by directly interfacing with it, or using an x11 translation layer). If someone would join, I could speed up the process to it, maybe even add things like MacOS and iOS support (D code has been successfully ran on PS4/5 and Xbone/XBS, reportedly even on the Switch).

  • wolo ( wolo@lemmy.blahaj.zone ) 
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    3 years ago

    breaking news: if you spend thousands of hours building a house of cards on top of a rug controlled by a company whose best interests do not align with yours, don’t be surprised when they hold your work for ransom and threaten to pull it out from under you

  • Pyro ( Pyro@pawb.social ) 
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    3 years ago

    Sounds like unity doesn’t want any new devs to go over to them and for the ones who did to start moving away to other engines.

    Ask for x per purchase would at least get less backlash but I guess they couldn’t track that as easily

    • AdmiralShat ( AdmiralShat@programming.dev ) 
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      3 years ago

      Im convinced this is a pump and dump by the former EA CEO

  • AceQuorthon ( AceQuorthon@lemmy.dbzer0.com ) 
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    3 years ago

    Developers need to stop using Unity AND Unreal. I miss in-house engines.

    • KyuubiNoKitsune ( KyuubiNoKitsune@lemmy.blahaj.zone ) 
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      3 years ago

      I think it’s hard to make an engine that lives up to today’s gamers standards. I mean, engine building is hard either way. There is always Open 3D, but having some association with AWS probably sullies it’s name.

    • Onionizer ( Onionizer@geddit.social ) 
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      3 years ago

      Go play Farming Simulator or DCS World for 10minutes and you’ll change your mind

      • GenEcon ( GenEcon@lemm.ee ) Banned from community
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        3 years ago

        Or any Bethesda game.

      • fabian_drinks_milk ( fabian_drinks_milk@lemmy.fmhy.net ) 
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        3 years ago

        Farming Simulator 22 was the game that ran the worst on my PC. Performance was even worse on lower settings and the graphics weren’t any good. I had a Ryzen 7 5800X and RTX 3080. Luckily I just played it using Xbox Game Pass and didn’t buy it.

    • OmnipotentEntity ( OmnipotentEntity@beehaw.org ) 
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      3 years ago

      As a former indie game dev who made their own in-house engine for a reasonably popular game, this is generally a bad idea. Just use Godot imo.

    • Swedneck ( Swedneck@discuss.tchncs.de ) 
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      3 years ago

      just use godot jfc

    • I Cast Fist ( ICastFist@programming.dev ) 
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      3 years ago

      I miss in-house engines.

      Eh, they’re not always a good solution. CDProjekt ditched their own, which led to a lot of bugs in Cyberpunk 2077, to move towards Unreal. Bethesda’s notorious for their very buggy mess of an engine. And people working under EA complained to hell and back about having to use the Frostbite engine for everything.

  • voxel ( vox@sopuli.xyz ) 
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    3 years ago

    btw i predicted the whole thing a month ago
    i fucking had the whole system in mind and it matches my thoughts exactly. (i was trying to come up with the most developer-unfriendly monetization strategy for unity… while in shower… for some reason)

  • popemichael ( popemichael@lemmy.sdf.org ) 
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    3 years ago

    I can see a lot of people switching away from unity due to this.

    It’s sad that I wasted my time learning the engine a few years ago.

    • Katzastrophe ( Katzastrophe@feddit.de ) 
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      3 years ago

      Same for me, ah well, I suppose there’s a joy in learning something new

      • I Cast Fist ( ICastFist@programming.dev ) 
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        3 years ago

        Any C# coding skill won’t be wasted, so there’s that silver lining, unlike navigating through the editor.

        • AeroLemming ( AeroLemming@lemm.ee ) 
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          deleted by creator

          • I Cast Fist ( ICastFist@programming.dev ) 
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            3 years ago

            Yup. There’s also Stride, which uses C# as its main language and is heavily focused on high performance 3D games.

  • an angrier terrarian ( Anangrierterrarian@lemmy.blahaj.zone ) 
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    3 years ago

    Wait im out of the loop, what did unity do?

    • sag ( sag@lemm.ee ) 
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      3 years ago

      Everytime someone install a Unity game. Dev have to pay the Unity.

      • an angrier terrarian ( Anangrierterrarian@lemmy.blahaj.zone ) 
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        3 years ago

        Didnt unity already take a bit of the sales? This sounds fucking stupid. Guess im learning Godot now

        • sag ( sag@lemm.ee ) 
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          3 years ago

          Yeah, Godot is best alternative to unity.

        • vsh ( vsh@lemm.ee ) BannedBanned from community
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          Removed by mod

          • Gormadt ( Gormadt@lemmy.blahaj.zone ) 
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            3 years ago

            I recommend Godot

            It’s pretty simple to learn IMO and I’m a layman for sure

            And I hear the documentation has only gotten better with time

          • an angrier terrarian ( Anangrierterrarian@lemmy.blahaj.zone ) 
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            3 years ago

            Yeah ive started learning last summer and i was getting kinda good at it.

            though reading the docs for godot it doesnt seem that different and may actually be easier

          • Ms. ArmoredThirteen ( ArmoredThirteen@lemmy.ml ) 
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            3 years ago

            Unity used to be so much better it’s depressing how far they’ve fallen. Been using it since around 2012 but guess it is time for me to move on too.

        • BougieBirdie ( Bougie_Birdie@lemmy.blahaj.zone ) 
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          3 years ago

          Unity used to take a royalty if you earned over a certain amount, I think it was 100k USD/yr. I couldn’t tell you the exact percentage, but I seem to recall it was significant, similar to your platform fees which on Steam is like 30%

          They discontinued that years ago though. Now it’s free if you’re under the $100k threshold, but once you go over you have to upgrade your license at a cost of a couple grand per seat per year.

          The per-install fee is taking effect Jan 1, 2024, but I believe you’re still going to have to get an upgraded license after you hit the threshold. This is a fee on top of fees.

        • Elderos ( Elderos@lemmings.world ) 
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          3 years ago

          Unity don’t take royalties, this is their piss-poor attempt at doing that.

      • Ms. ArmoredThirteen ( ArmoredThirteen@lemmy.ml ) 
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        Only occurs after the game reaches a certain amount of revenue within the last year. Not defending it this is a terrible change but there is still a degree of wiggle room for free games or VERY small indie games.

        • Elderos ( Elderos@lemmings.world ) 
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          In practice it mostly affect studio making over 1M in sales per year. The download fee only occur on pro users past that threshold. The fee is so ridiculous that they’re basically forcing devs to get pro, but that was kinda already a thing anyway. For studios malong over 1M a year, well they gotta pay up unfortunately. Unfortunately 1M per year ins’t that much for a middle-sized studio, but small studio are barely affected by this change.

          • I Cast Fist ( ICastFist@programming.dev ) 
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            3 years ago

            The download fee only occur on pro users past that threshold

            Free (Personal) and Plus users also have to pay, and their threshold is lower than for Pro/Enterprise users: 200k lifetime downloads and 200k dollars earned in the past year, vs 1million for the pro.

  • Queen HawlSera ( HawlSera@lemm.ee ) 
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    Yeah I can’t see this policy staying legal for long. Even if it wasn’t blatant Highway robbery, Don’t these tech companies have lobbyists that can push to ban this kind of shit? Because this screws over the company and not the fan base. I mean Publishers are going to have a hard time finding Talent if they want a game based in unity, but the developers are worried about being bankrupted simply because too many people are trying to get the game working by uninstalling and reinstalling it.

    And what if the company is already defunct, but their game is still on Steam because the publisher owns the ip? Who exactly is going to Pony up?

  • omalaul ( omalaul@lemm.ee ) 
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    3 years ago

    Is steam charging for re-installs?

    • LuckingFurker (Any/All) ( LuckingFurker@lemmy.blahaj.zone ) 
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      Unity is apparently planning to starting next year

    • AdmiralShat ( AdmiralShat@programming.dev ) 
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      No, Unity will charge developers for installs, not users

  • vsh ( vsh@lemm.ee ) BannedBanned from community
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    Removed by mod

    • Neato ( Neato@kbin.social ) 
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      That would (rightfully) kill Unity. When you try to buy a Unity game on Steam, the purchase interface has a $0.20 charge and a big warning that another $0.20 would be charged for every install.

      It won’t stop people who want to play the game, but it will absolutely chill people’s purchasing of something knowing it will arbitrarily charge you for using the product.

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 🏆 ( Kolanaki@yiffit.net ) 
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    I mentioned this in a thread on the news article posted somewhere around here and it was pointed out that they do claim to have preventative measures for this exact scenario. They didn’t detail what that was, however. It could still be (and likely would be) inadequate and certainly not fool proof.

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