5 ms·
Agreed. The number of times I've read "don't worry, this doesn't change anything" in the press release of an acquisition is too many to count, and the number of
by mysterydip 9y ago
Agreed. The number of times I've read "don't worry, this doesn't change anything" in the press release of an acquisition is too many to count, and the number of times it's been true has been close to zero.
- TylerE 9y agoIn this case it's probably a good thing. Really, the thing to do is buy it for the name, and then start from scratch in an actually good game engine (i.e. not Unity)
- cr0sh 9y ago> in an actually good game engine (i.e. not Unity) ...and drop Linux support, of course. /smh
- jsmthrowaway 9y agohttps://wiki.unrealengine.com/Linux_Support https://wiki.unrealengine.com/Linux_Support http://www.pcworld.com/article/2940175/cryteks-powerful-cryengine-is-the-latest-gaming-engine-to-embrace-linux.html http://www.pcworld.com/article/2940175/cryteks-powerful-crye... https://en.m.wikipedia.org/wiki/Source_(game_engine)#OS_X.2C_Linux.2C_and_Android_support https://en.m.wikipedia.org/wiki/Source_(game_engine)#OS_X.2C... UE4 even runs in a browser out of the box. Unity is not the Magic Linux Engine, it's just a bit more convenient because of .NET, particularly when it comes to modding.
- omg_ketchup 9y agoUnity's actually great... the problem is anyone can use it.
- TylerE 9y agoUnity's great for small indie games. Complex simulations don't mix well with mandatory GC. Microstutters suck.
- jimmaswell 9y agoIt's not that hard to work with the GC in Unity to make the game smooth, especially if you do so from the beginning. https://unity3d.com/learn/tutorials/topics/performance-optimization/optimizing-garbage-collection-unity-games https://unity3d.com/learn/tutorials/topics/performance-optim...
- TylerE 9y agoHow come no ones seem to do it then, or not do it well enough? Cities:Skylines has the same GC stutters.
- bananaboy 9y agoIt's easy to fall into the trap of doing things the simple way or the unity way. To avoid it you have to go out of your way a bit and apply the same rigour as if you were writing your own engine.
- jimmaswell 9y agoNot making heap allocations in loops/Update and favoring object reuse really isn't comparable to writing your own engine.
- bananaboy 9y agoI didn't say it was. I'm just saying that you can't allocate and instantiate all over the shop just because it's a GC language.
- jimmaswell 9y agoI've never encountered a stuttering issue in any Unity game I've played.
- prewett 9y agoFor a game engine, smooth performance is pretty much required. If you have to a) know that you have to worry about GC stutters (which beginners are unlikely to), and b) proactively do something about it, that seems like a major failing of a game engine. If I use a game engine, it's because I want to work on the game and avoid having to do things like manage the GC. Besides, GC is one of those things that is classically unsuitable for real-time use cases, and games are exactly a real-time use case. So you could argue that Unity choosing a GC language was a predictably a bad decision. Again, I don't use a game engine because I want to put up with bad decisions.
- pawadu 9y agoGive a man a game engine and he will write a game. Give a man no game engine and he will write a game engine for the rest of his life. - unknown GDC speaker
- gozur88 9y agoYes, but it wasn't EA who did the purchase.