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Here's a video on the engine by the Gamesfromscratch YouTube channel: https://www.youtube.com/watch?v=ugFRSKFMgzo https://www.youtube.com/watch?v=ugFRSKFMgzo I
by KronisLV 5y ago
Here's a video on the engine by the Gamesfromscratch YouTube channel: https://www.youtube.com/watch?v=ugFRSKFMgzo https://www.youtube.com/watch?v=ugFRSKFMgzo
I would actually suggest that anyone interested in game engines give that channel a look, lots of good stuff over there.
Personally, i rather enjoy seeing new game engines pop up, however i would say that Paradox/Xenko/Stride is about as obscure as the NeoAxis engine (which also uses C# as their development language), even if some of the features seem nice. I'm not entirely sure why Paradox/Xenko/Stride was renamed that many times, though, it kind of hurts its recognizability.
As for the people asking about what engines to use, i think the other comments in this thread have some good arguments. My summary for which engine to choose would be as follows:
- In case you want to develop an FPS game or something in a similar genre AND feel comfortable with writing C++ for the performance intensive parts, consider Unreal (or if you just need something really pretty)
- In case you want to develop a game with an engine that will have most of the functionality that you'd need out of the box, a good asset store for the things that aren't included and if you're comfortable with using C#, consider Unity (UNLESS you need multiplayer, since currently the engine is slowly migrating across technologies and AFAIK they still didn't have a good networking solution)
- In case you want to develop a 2D game of simple to medium complexity, or want to mess around with some basic 3D stuff, consider Godot
- In case you don't necessarily expect to sell your game in the future, but would prefer just to learn bunches, consider writing your own engine, or using SDL/SFML/LWJGL or another solution like that
Of course, others might disagree, but personally i've found that only using the more popular engines makes sense, given the abundance of tutorials, blog posts, examples, assets and even the quality of the documentation, in most cases.
Here's another video by said YouTube channel, called "Choosing A Game Engine in 2021": https://youtu.be/rK6ulQaOpso https://youtu.be/rK6ulQaOpso
In case anyone has any information on what Stride does better than those other engines, or perhaps has a unique perspective on why using it would be a good idea, feel free to respond!
- whateveracct 5y ago> Of course, others might disagree, but personally i've found that only using the more popular engines makes sense, given the abundance of tutorials, blog posts, examples, assets and even the quality of the documentation, in most cases. But then I have to use their languages and abstractions instead my preference, Haskell. Can't throw the baby out with the bathwater! Well, I guess Haskell makes rolling your own engine just library composition and standard abstraction, so the decision making in that world is definitely not the same as mainstream gamedev.
- qayxc 5y ago> - In case you don't necessarily expect to sell your game in the future, but would prefer just to learn bunches, consider writing your own engine, or using SDL/SFML/LWJGL or another solution like that Make that "in case you never want to actually finish your game :) The greatest pitfall with rolling your own is that you soon be stuck spending 90%+ of your time working on the engine instead of the actual game. There's just too many moving parts involved and even libraries like SDL only get you so far. I'd VERY strongly recommend against developing your own game engine IF your goal is to actually make and finish a game. In case it's more about the learning experience and finishing a game is just nice to have, rolling your own engine is fine.
- TillE 5y agoThere's a big difference between "writing your own engine" (a bottomless pit of features your game probably doesn't need) vs writing a 2D game with a framework like SFML. Engines like Unity can be nice, but they can also be clunky and opaque and get in your way, especially if you're doing something outside the norm. It can be simpler to just write the code you need, as you need it. That said, of course you should use an off-the-shelf engine for a 3D game if you ever hope to finish it.
- AnIdiotOnTheNet 5y ago> Make that "in case you never want to actually finish your game :) I disagree. People overestimate how much of a time sink "writing your own engine" is. Using a generalized engine often suffers from the second system effect, in the end reducing your flexibility while not really saving you that much time.
- qayxc 5y agoLet's not guess and simply checkout a fair comparison, like this gentleman did: https://www.youtube.com/watch?v=tInaI3pU19Y https://www.youtube.com/watch?v=tInaI3pU19Y From his perspective as an experienced developer, it took 3.4x more effort to implement a very basic project versus using a fully featured engine. And that's ignoring the editor part, not to forget. I'd call a factor of 3.4 quite significant. In more general terms, it's the difference between actually finishing a game in a 3½ months vs a full year. In other words, you could finish 3 projects in the time it takes you to fully handcraft one, with the added advantage of OOTB multi-platform support. So reality seems to disagree with your "not really saving you that much much time" assumption. It's the small conveniences that add up quickly: exporters/importers for assets, in-game editors, readily available prefabs/blueprints for all kinds of components, stuff like that. Of course it's not rocket surgery to use SDL and a handcrafted engine for a quick little project. Yet, I've witnessed far more game projects die (especially by beginners) that went the handcrafted all-the-way route versus people using game engines.
- xNeil 5y agoThat is a wonderful channel, I can attest to that. Superb content, and he's focused on one thing - testing, reviewing and recommending game development tools.