4 ms·
But it's 2025. There is only UE5.
by bluescrn 1y ago
But it's 2025.
There is only UE5.
- khalladay 1y agoThere are still a few of us out here fighting the custom engine fight :)
- corysama 1y agoNewbies showing off their first triangle are welcome over in r/gameenginedevs/ and r/GraphicsProgramming/ :)
- Cieric 1y agoDo you know of any communities outside of reddit? It's not exactly my favorite place to hang out.
- khalladay 1y agomastodon.gamedev.place is a thing
- mdaniel 1y agoI'm sad that Lemmy didn't catch on, I had high hopes for a distributed Reddit replacement But I think it's a combination of "people have short memories" and "people don't like change"
- MrDrMcCoy 1y agoI think discoverability and fragmentation are bigger problems that the fediverse needs to solve for adoption to take off.
- corysama 1y agoThere are active Discords for "Vulkan", "DirectX" and "Graphics Programming". https://gamedev.net/forums/ https://gamedev.net/forums/ is the classic hang-out spot.
- ramon156 1y agoFor rust, the bevy community is pretty great
- Animats 1y agoThat's the problem. The generic graphics groups are mostly newbies. More advanced stuff is on engine-specific boards.
- bluescrn 1y agoThe other problem is that modern graphics APIs got so complex that they're intimidating even to experienced developers. That 'first triangle on screen' code can now look something like this - https://github.com/KhronosGroup/Vulkan-Samples/blob/main/samples/api/hello_triangle_1_3/hello_triangle_1_3.cpp https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam... - compared to the simpler old days of OpenGL (https://github.com/gamedev-net/nehe-opengl/blob/master/vc/Lesson02/Lesson2.cpp https://github.com/gamedev-net/nehe-opengl/blob/master/vc/Le...)
- Animats 1y agoThat's the argument for general-purpose rendering engines. These offer an API comparable to three.js. The API at that level is much easier to deal with than the API at the Vulkan level. Usually, about a page of code will put a glTF model on the screen. But fast, general purpose rendering engines are hard. Not impossible, just hard. In open source land, we have about a half dozen examples of My First Rendering Engine, and they mostly work. But they don't scale.
- _mlbt 1y agoKeep fighting the good fight, monocultures suck.
- mdaniel 1y agoDo open source engines count in your custom engine list? I could see that going either way: yes, because one can modify it to your heart's content, or no because it was built by someone else and not to the exact trade-offs you have in mind
- neura 1y agoThis is both somewhat funny, but also sad. Such a mood. :D
- dgb23 1y agoI can name several games from the top of my head that are built on in-house engines I have played and are reasonably recent: - The Witness - Overwatch (1/2) - Factorio - The Last of Us 2 - Baldur's Gate 3 - Stellaris I can't say anything about the quality of the engines themselves. But I find these games very impressive for different types of reasons.
- ykl 1y agoA few more recent non-UE5 custom in-house engines that have demonstrated very impressive results: * Spiderman (1/2/Miles Morales) and the PS5 Rachet and Clank, by Insomniac on their in-house engine. * Astro’s Playroom and Astrobot by Team Asobi uses an in-house engine and act as the de-facto hardware showcases for the PS5 * Horizon Zero Dawn/Horizon Forbidden West by Guerilla Games, which shares the custom Decima engine with Death Stranding by Kojima Productions * The upcoming GTA6 by Rockstar. Not out yet, but the trailers supposedly were captured on a base PS5 and visually look astounding. * Doom 2016/Doom Eternal/Doom Dark Ages by id, running of course on the latest versions of idTech. * The Forza racing games continue to use the in-house ForzaTech engine, and Forza Horizon 5 looks amazing visually * The Call of Duty series continues to use the in-house IW Engine * The Battlefield series and EA’s various sports games continue to use the in-house Frostbite engine * Ubisoft’s various games continue to use in-house engines. AFAIK they actually have three major in-house engines: Dunia, Snowdrop, and Anvil. * Tiny Glade is a small indie game built by a two-person team running on a completely custom engine that despite the team being tiny happens to have possibly the most advanced light transport in any shipping game engine today UE5 is gigantic today of course, but in-house engines are still alive and well today and constantly producing amazing results.
- MrDrMcCoy 1y agoLet's not forget the masterpiece that is Return of the Obra Dinn. I really hope that algorithm becomes open source at some point.
- jsheard 1y agoObra Dinn doesn't use an in-house engine though, it's Unity.