![]() Pretty impossible for a small team unless they have some year to do it.Īs for the "full of bugs" argument, yes there is some bugs in unity, but to have tested pretty much all the "most known" engine out there, they are all nearly equal in this area.Īs so why people go for unity ? Cause its a pretty good engine, with an amazing community, a good asset store if you'r lazy. Understand that making your own engine is heavly time consuming and can cost a lot of money. Indie dev teams for the majority use premade engine like unity to gain lot of time. Honestly, i would not go with unity for heavy 3D games, but 2D games work great with it, and its probably one of the best engine for it actually. Unity is a pretty good engine overall, it all depend on what you want to do with it. We are not Unity customers but game dev's customers after all (someone please correct me if i'm missing something important here) I agree that they did wrong with Unity 5 collecting data without an option for the dev to disable it unless it's the Pro version (someone uses that apart from a big game? i believe a lot of indie devs use the free version) In my opinion, even if it's "safe" and it's encrypted, etc, they should ask for our permission to take the data. Some devs can sort these problems better and some cannot, but you have a lot of examples out there (look specially all survival sandbox games with randon gen for the maps) All Unity games are having problems with random terrain generation, for instance, and even more when there are terrain deformation. Spares you a huge lot of work, the problem is trying to do some things that engine cannot support or support barely, actually. Unity is a good engine that is constantly being updated (with a lot of problems but well) and has a comfortable environment to work on. It's not the same a team of 50 people or so to make an Assassin's Creed that a person alone trying to make a game (well, now they are 2 lol) They have a lot of advantages not having to write all by themselves. Then, good luck finding a bug.Ībout not programming in C and using these engines, the reason it's obvious: a small team can develop much quickly without having to worry about an engine. This is not a first-person survival sandbox with "realistic" graphics and, as others already said, game is not like an early access game full of bugs, it's stable and well polished always and, after a patch (all big patches in this game) dev is quick to solve the few bugs that appeared with a little patch. It's true that we have a lot of early access unity games plagued with bugs, but it also depends on the type of game. I have an unusually ♥♥♥♥ computer, and despite that, it runs very well. I can assure you, it runs exceptionally well. There are lot as hell engines in this world (not only 3d, like unreal, but lots of 2ds too, plus you always can make your own with sdl), so - I have no idea, why lot of indie developers still uses unity :/ Also engine itself contains lot of ♥♥♥♥♥♥♥♥. Yeah, you can write game ever on javascript, but, in my experience, its one of reasons, why unity games are laggy af. Obliviosly, win10 users wont care about it, but others, like me, do.ģ. There is no option to turn it off, afaik. Simply, when you launches ANY unity-based game, it "calls home" with lot of info about you, like its not game engine, but spyware. ![]() Just read your ♥♥♥♥♥ manual the unity's eula. Minor ones for windows versions, but major for non-ones.Ģ. forumlist td.forum_title a.Originally posted by SMERG Brusanan:Unity is a game engine. * Forum formatting (by -Algorithm & -Splaka) */īackground: url(/images/4/4e/Forum_new.gif) center left no-repeat * Giving headers and TOC a little extra space */ * Mark redirects in Special:Allpages and Special:Watchlist */ * Font url('/load.php?articles=MediaWiki:Base.css|MediaWiki:Otaku.css|MediaWiki:Wiki_Staff.css|MediaWiki:Navbox.css|MediaWiki:Portal.css&only=styles&mode=articles&action=purge') /***** CSS placed here will be applied to all skins on the entire site.
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