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> These two points make me think Unity has such a moat built around developers mindspaces that it's probably super-hard to dethrone at this point. While Unity
by jorvi 7y ago
> These two points make me think Unity has such a moat built around developers mindspaces that it's probably super-hard to dethrone at this point.
While Unity is great, I think you are a little bit skewed in perspective by your love for Unity. The legacy Unreal has (just look at the insane list[0] of past and present notable games built on it) with developers makes it the king to dethrone for anything AA or AAA.
[0] https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
- appstorelottery 7y agoI guess the point I was failing to make is that Unity has a percentage of developers that have grown up around the architecture. Perhaps they started in Javascript, and ventured into c# when it was depreciated - but the object model of unity - I postulate - is a pattern well ingrained into developers minds. The new ECS architecture is stumping many old-school developers that I know - because it’s just so different. Don’t get me wrong - I don’t have a huge love for Unity. It’s just I’ve been using it for such a long time. For some retro game projects I’ve used C++ and XNA - which is great fun - but if you ask me to consult on a 3D title that needs all the bells and whistles, Unity is my skill set. I’ve tried a few times to learn unreal, it’s rendering engine is fantastic - but maybe I’m getting older - but it didn’t grab me. Again, I’ll reiterate I’m not a unity fanboy - many times I’ve found myself at the fringes of what’s possible - doing things in Unity that break it in ways the support team has never seen. It’s a pain in the proverbial. It’s bloated, it has a render pipeline that has become so amazingly complicated, and when something really doesn’t work because it’s a problem deep in the engine - it’s an absolute nightmare. For example, recently I had to port a project from another language - a 2d retro game that needed to run a 60fps solidly. You’d be amazed that Unity can’t do this without doing timed Co-routines outside of it’s traditional Update() function. That blew my mind. Unity has become so amazingly complicated that it’s at times extremely painful. I was, however, an XNA fanboy before Microsoft discontinued it. However that’s another story altogether... Jeez.. you called me a fanboy and I went on a rant... soft spots ;-)