Why is there so much butthurt when someone points out that the Unity Engine is a piece of garbage...

Why is there so much butthurt when someone points out that the Unity Engine is a piece of garbage? Or flaws in other engines for that matter

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poorfag devs and their supporters

Shit devs choose shit engines

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This has happened to me like 5 times in a row, fuck

Does that even work though these days considering shit like Unreal 3 and 4, Cryengine 3 and isn't even idtech 4 free to use? Which all seem like much better alternatives to Unity.

Marketing? Defending their sunk costs? I'd hate to think that there are devs who are actually brand loyal.

Actually I now have a challenge, can any anons name me a single Unity Engine game that's good and not broken?

There it is.

I thought Holla Forums was pretty universally against Unity.

My first experience with it was in Wasteland 2 and oh boy did it run and look like ass.

Endless Legend

There is a mixture of reasons why people think Unity is a piece of crap. One of the things is that it's used commonly by first time developers who know absolute nothing about gamemaking, which often means you find a bunch of shitty broken games being released on for example, Steam.
Second is that it uses C# instead of C++ which is just not as fast as C++ meaning the games using Unity will always be a bitch to optimize and run fast. This problem is the only real valid complaint about it and generally is where most of the problems with Unity stems from.

Typically though compared to other game engines Unity does come up short on a few key points:


Only valid answer I can think of off the top of my head, although if I recall it still has a memory leak issue. That's not unique to Endless Legend though, I think hundreds of Unity Engine games suffer this.

This shit engine ruined Digimon Next Order.

No, they're a fucking idiot. It's an engine for people who don't know how to take something from prototype to a real engine and just sell their dump as is.

Don't hate Unity or you hate indie and games as a whole. Pretty much the reason given when faggots defend it. Unity is a piece of shit.

It was pretty broken at release

Anyway, the theory goes that Unity with its "beginner friendly" approach perhaps appeals to many inexperienced devs. Even though UE4 is far more friendly and looks better out of the box.

Other say is the C# vs C++ debate. Though I'm not too familiar on how both engines run under the hood to know if this difference is that important.

I mean games like ARK/SQUAD run like shit too don't they?


How exactly?

Cities Skylines?

Building your own engine is a tremendous waste of time unless you're doing something highly specific and bizarre that no pre-existing engine can manage efficiently.
If you're a AAA studio, your publisher lord and master will finance access to whatever bigboy engine you want. If you're an average joe, you'll have to go with a free engine to make your vidya.
That pretty much means GameMaker (GML), Unity (C# or Java) or Unreal 4 (C++). There's also shit like Pygame (Python) if you want to make something extremely simplistic.

All of those engines are shit for different reasons.
Unity has the most documentation and the easiest workflow, but it's got terrible physics handling and games made with it require pretty intense optimization to perform acceptably. Comes with a free built-in compiler.
GameMaker has lots of documentation, though a lot of it is inaccurate or outdated, and it has an okay workflow, but it's also extremely simplistic and you spend a lot of time struggling against the somewhat stodgy IDE. It has very low maximum texture sizes, meaning if you want HD textures for anything you have to use somewhat laborious methods to get it done. Comes with a free compiler.
Unreal 4 has horrendous documentation, but also the most freedom. It has the least requirements, but demands a lot more from the developer. Workflow is pretty busywork-intensive. Doesn't come with a built-in compiler, requiring that you first buy and install Microsoft Visual Studio.

All of these are free, and jew you for varying cuts upon turning a profit with a game made with them.
They're all shit. Any game made with them will be shit. If you're not AAA, you're doomed to be shit and anything you make will be shit.
If you're AAA, everything you make will be shit, too.

Vidya is shit. You're all shit. Everybody eat shit.

Because it is not a pile of garbage, most stuff made on it is garbage since its easy to use
Don't blame the tool, blame the fool who use it wrong

C# is an interpreted / high-level language - meaning it has more intuitive language that eases your workload, but eats up more resources because your code has to be "interpreted" down to a lower level before it's actually run.
C++ is a lower-level language - meaning it's closer to machine level giving you more control and having less processor overhead but also giving you more work to do.

Both are easy as shit to learn, which one you use is entirely up to preference. If you're doing a project with a holy fuckload of constant deep calculations, C++ will perform better in the long run.

It's not a shit engine, rather it'a because the majority of devs that use it are indie shitters that don't know what they're doing.

Unity porn games are the only good unity games tbh

Frame rate is shit while the game doesn't look all that good.

That one I know has crippling performance bugs after longer periods of play. Memory leak issues mainly.


A good chunk of it is, C++ runs faster than C# detailed by

That is more hardware issues to be fair, people playing on toasters. Unreal 4 is quite a demanding engine and you do need a very good GPU and CPU to play games on them typically.

Hell honestly the real reason Unity is shit because really a lot of devs bite off more than the Engine can chew. If you are going for a simplistic game that isn't going to have a lot going on in the background then Unity is a good choice. Too many devs though treat it like an Engine to do ALL things when it just can't.

Because retards blame the engine instead of incompetent devs more often than not. If a developer isn't using occlusion culling, it doesn't matter what engine they're using their game will run like shit. That's not to say Unity isn't bloated as fuck, but half the time games are shit not because of it.

that was the main issue I had with Unity at first.
But the optimization difference isn't really that big with modern computers, compared to time saved for the developers.

Actually Unity made with C++, and there is an option to work with C++ (if you pay for it) Only some parts needs to be in C++, for example optimization for that custom cloth physics.

As someone already said, the problem is not really the engine itself, but bad devs.

I forgot to add that if performance really is a problem and extra development time is worth it, C runs faster than C++

also optimization a buzzword.

The whole "the first rule of optimising is don't" meme needs to die. Too many new programmers hear that then don't even bother profiling, then suddenly everything explodes and they wonder why.

Seems to defeat the purpose doesn't it?

It's because to use C++ you must compile the whole thing including the engine, access to files that required to do this is not granted to any random shitter.

• Homeworld - Deserts of Kharak
• Endless Legend

He said Good user :^)

I would be better off making my own engine and learning programming that way
I want my Source 2…

Subnautica
???
yeah that's about it

It's compiled to bytecode and run in a managed environment, like Java. It's nothing like as slow as a real interpreted language but running in a virtual machine also imposes its own costs.

Here's how I see things as someone who does amateur gamedev as a hobby. There are three major game development tools that get a lot of attention: GameMaker, Unity, and Unreal4.

GameMaker is simple to use, but can only (realistically) be used for 2d games. Another drawback of GameMaker is its proprietary scripting language (GML) which you need to learn even if you already know a programming language.

So if you want to make any kind of 3d game (even if it's top down or 2.5d) you're picking between Unity and Unreal. On paper, Unreal is the better engine. It uses C++ rather than C#, which means programming resources are abundant and you can get lower-level into the code to make sure the game runs well on every system. It supports bsp brushes (which as far as I know, Unity doesn't), making level editing a less stressful process for anyone who has experience with older game modding such as for the Source engine. Unreal also has a dedicated suite for each and every aspect of game creation; animation, level editing, texturing, programming, etc. This greater level of control, however, comes at a price: you have so much to learn that it's nigh impossible for a single individual to learn everything. Unreal is designed as a professional development platform for teams of people. If you're a one-to-five man small team, Unity is the better choice because you're less likely to accidentally disable a feature that will take weeks of digging to find the tool to re-enable it. And let's not forget the financial cost - Unreal used to ask for 10% royalties, although they've reduced that to 5%. It's a small chunk, to be sure - but when publishers and distributors are going to be taking 30% or more already? Unity starts to look much more appealing. All that they require is that - if you make above a certain amount with a Unity product - you have to subscribe to their pro version. 125$ a month isn't bad, and if you're successful likely way less than 5%.

All of that business stuff is psychological, though. "Making it" as an indie developer first requires that you have a finished product. Unreal will allow you to get really in-depth and specific with your game, but Unity has way more out-of-the-box features that you don't have to set up yourself. To be frank, Unity is just plain easier to use.

the long and short of what you say then is to make your own engine

Kerbal Space Program

What about XNA?

user…

Pretty sure KSP would have been magnitudes better if they had made an engine tailored to their needs.
Heck, many of the updates have been about ripping out unity code and replacing it with their own,

Works as intended.

Pretty sure if Squad tried making their own engine, KSP would never have existed in the first place.

Hating indie games as a whole is a sign of strength.

Really, user?

Nice meme. The reality is managed code abstracts the hardware away on purpose so newfags don't break shit and cause memory leaks. I could compile some test comparisons running a few sorting algorithms, but I'm way too fucking lazy.

C# isn't slow. Even if it were "slow" that's a really fucking horseshit metric. FFS Perl is only 56x slower than compiled C…

Mostly because the engine, while being a definitely weak choice ultimately, is called shit for the wrong reasons, mainly because shitty devs use it to shit up store pages with their garbage games that they charge money for.

Not even a Triple AAA budget could save a Unity engine game from playing and looking like shit.

How far into game development is it okay for devs to abandon the engine they're using in favor of a better one without everything being an absolute waste of time and effort?

Because its not. Its just easy to use.

because barely any of you are professional or even hobbyist programmers, let alone engineers and so accordingly have no idea what youre talking about

its worse for people who know what theyre doing and better for people who dont (as much)

Table Top Sim

ebin :-DDD

Unity is garbage but it's free and let's be honest the result is better than any engine the dev would have made.

Subnautica runs like shit even now. Load times are abysmal.

It's mainly from an amateur dev's perspective.

Unity is a godsend for anyone trying to get into game development since it's both free and incredibly straight-forward to use. If you're a AAA developer you have no real excuse and should be using more professional software but when you're an amateur the worst advice you can listen to is the people insisting you do everything the hard way when most people don't actually care how a game was made as long as it is fun.

Pretty much this.
All engines are shit OOTB, and need to be shaped to your specific usage case.
That means… if you're going to use a pre-baked engine, you need to spend enough time learning the engine's quirks, fixing those, and for what you game relies on for your usage case needs to be optimized or rebuilt for your specialized usage case.
The issue here, is having the know how to do this… so that's accessing the low level API, optimizing the shit out of the engines quirks [f.e. in unity it's the GC, main rendering class is unoptimized for most cases], KNOWING how the engine was designed/design paradigm used so you're not working against the engine itself; in addition to having the know how (where this knowledge is + having knowledge that passes onto this) thus being able to redesign parts of the engine if you need to for your usage case.


UE is also bloated, and has it's own cons.
I'm not sure on cryengine, as nobody really uses it, and their documentation sucks dick.

spoken like a true noDev/idea guy

Each engine has it's uses, and each engine has it's pros/cons; all of em are shit OOTB.


Pretty much


I actually know why it runs like shit, heh.
I looked over their voxel system, and found that it's a pre-made asset.
They use premade assets for what their game relies on being optimized for a majority of their ms budget (i.e. you have a 16.6ms budget per tick for 60FPS), and the code for the voxel/chunk system asset is HORRIBLY unoptimized.

I pirated the asset, and looked over the code (fyi: I've coded quite a few voxelization/terrain contouring algorithms, from easier game dev level to high level academia), and found it to extremely unoptimized. The way it was designed works against the design paradigm of Unity itself, incurs massive garbage (thus the occasional freezing), and the way they designed it could be easily optimized; although unless they completely skip over the Unity rendering components it's never going to be up to my standards.
Also, their water is probably ran through unity's shitty rendering components, THEN passed to the shaders; which should be totally avoided via using the low-level rendering system.

contradicts

:^)

They like it because they're actually retarded and can't learn how to use anything more complex.

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Why don't indie devs ever use the id tech engines? They run on everything and are liscenced under the GPL, yet devs instead choose fucking Unity! Why!?

I've wondered this myself too. Unity is one of the shittier things you can turn around a use for making your own game. But people never seem to mother fucking stop with it.

Because poorfag devs don't like criticism.

You don't actually support that fucker right?

Because people forget they exist.

recore is a unity game that looks pretty good
too bad its a shit game

Because idtech requires actual effort to make something that isn't a reskin of Quake in it.

Attack on Titan tribute game?

AAAAAAAAA doesn't mean competent

Assault Android Cactus

Sky Rogue is in Unity, as far as I know.
And it's fucking sick.

Visual Studio is free commercially for solo devs.

Hand of Fate?

He's alright. He releases beta builds of the game on u18chan so you don't have to support it if you don't want to. The final product will also be free.

not that I play it of course

Yes it's a good game, but it clearly suffers from the shit engine and would be much better with a different one. You're technically right though

This kills the Linus

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Are ya'll niggas high?

Hearthstone - Unity
Galaxy of Heroes - Unity

Some of the highest grossing games are made in unity and used by AAA developers.

It all depends on the people making the game (experienced or new) that determines if the game is solid or not.

Hell, people have made tons of money in fucking RPG Maker of all things.

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Now I'm not saying they're good games necessarily, but there's plenty of nice looking and well optimized games on the engine, also it's not owned by Epic, which tencent gets money from.
I think it's just that most people using Unity are shit at gamedev in general.

Seeing as how they make shit tons of money, yea, they must be quality games.

Saying a game is shit despite them clearly being not puts you in line with delusion transgenders who cannot accept reality.

Thank you. It's like complaining a phillips screwdriver is terrible compared to a flathead when you're building the same shelf.

It has nothing to do with the tools you are given, it is wholly dependant on how you use the tools. Some engines do shit good, some do shit bad, they all have their ups and downs.


Asshat mcfagballs is just upset he doesn't have any talent at all and cant even make his shitty horsefucker game with an enginer ripe for people who love to fuck horses.

that's some next level bait right here

Start posting your sissy pics on tumblr then because, congratulations, you're a delusional faggot.

Almost never. For an example of this, look at DNF

It's MtG with broken legs and a p2w gagball in its mouth,
…really. Did you just try to say that a fucking mobile pay2win waitingfest is a good game?
Fuck off back to whatever casual hellhole you crawled out of.

See


This man is correct. I've been a part of many game projects and I quit anyone of them that changes an engine more than once. It's a guaranteed failure due to people who do not understand project creep.

You can usually import most assets (3d models, textures, and sometimes animations), but you have to rebuild literally all the code, re-rig, or re-do a ton of stuff.

One engine change can be acceptable if it's at the beggining of production (we're talking maybe one-two weeks into development).

If they do it multiple times? Drop that group instantly. They have no idea what theyre doing, they are constantly distracted by the shinest thing and they will never finish any work.

A GOOD game design plan is to:
Flowchart your game (game doc)
Select an engine
start building assets
stick to game doc 100%

Once you are FINISHED with your game doc version of your game, you are then allowed to do add-ons, easter eggs, whatever. Not having a set plan will distract you and it's one of the sole reasons 99% of games fail miserably.

Yes. They make money. Tons of it. They draw enough people and enough income to be considered successes. Call of Duty is a great game and franchise (or was, their most recent sales have said otherwise). To think otherwise is obviously retarded.

Can I see your sissy picks? Do you call yourself a girl? I love masturbating to delusional idiots, knowing their genes are out of the pool.

Literal shit in a can made money, en.wikipedia.org/wiki/Artist's_Shit if you want to know.

Correct. If someone is willing to pay for it, it must be worth something. Worth is subjective, money is not.

I can even expand on that statement:
Why would you bother to clone a shit game? You wouldn't. You clone great games that make money so that you, in turn, can make money.

Look at galaxy of heroes. How many clones of clones of clones are there of those types of games? Summoners Wars? Avengers alliance? More that I cant even think of right now?

They do it becuase its been proven to make money. They wouldnt make money if they wernt good business models or games.

No not that kind of free.

Isn't Unreal Engine really affordable? I think it was 5% of sales after you've made 3k

Unity you dont have to pay until 100k :)

Still, UE is far from "not affordable"

Sacrebleu!

I agree! I have used several engines. I like Unity because it really is quick, easy, and simple to use.

Oh so that's why it wasn't available for Linux. That's crap.

"Breathing" is also a buzzword, you should stop doing that.

When it comes to engines like this, I always see that amateur people(like those who use them to make porn games) use them better than the companies

That is because the games are small.

Things like Unity are looked down upon for the shit games people make, but thats because the people dont know how to make games.

When you look at porn games, theyre TINY tiny tiny development and they dont NEED all that unreal 4 engine power. Something like Unity is perfect. Simple, quick, and you can put out a game in a week.

Hell, people are taking up 48 hour game dev challenges in Unity

Because usually it's just the same few complaints about it that anyone actually working in the engine has heard from smug nodevs hundreds of times already.

Also it's like insulting mspaint for being shitty. No one that uses it gives a shit.

Why getting personal with this? The question had nothing to do with Holla Forums. Was some amateur game dev on Holla Forums a meanie to you in the past?

Doesn't mean dick. I'm a professional programmer, meaning I make money out of programming, but I'm learning nothing from my job, I'm a simple code monkey. I'd learn a lot more if I could do it in my free time, but this stupid job doesn't leave me with much free time.

The nodevs speak

I've only ever seen Japanese developers use UE and Unity for actual games. Not retarded sandbox shitulators, gimmick physics games or walking simulators.

They're right, making money doesn't mean they're good. People like things that are shitty all the time. You're the one who's delusional.

If they like it, it isn't shit to them. Again, worth is subjective, money is not.

You think Bethesda Fallouts and The Elder Scrolls would be much better with something like UE?

No.

Wrong. I like a lot of things that are shit. Me acknowledging they're shit doesn't mean I can't enjoy them. The phrase "guilty pleasure" exists for a reason. People liking those games doesn't mean they respect them as much as they respect higher quality games.

because i could care less what a game is made on as long as its fun. in this day and age i want every game possible to be completed so we have a chance at finding a few gems in this mountain of trash were buried under.
make a game in game developer studio, or flash, i dont care just make video games.

I know your pain

I'm stuck with requirement gathering and the like currently.

I've basically just been doing codefight challenges and coursera classes when there's lulls in the tasking, of which there are many because we're not in crunch.

GIVE ME INTERESTING PROBLEMS DAMN IT!

Guilty Pleasure:
something, such as a movie, television program, or piece of music, that one enjoys despite feeling that it is not generally held in high regard.

It is not held in high regard by OTHER PEOPLE. If you like it, it is NOT shit to you.

Please, learn something based in factual numbers. Money is an actual number. It's factual. It isn't manipulated by opinions. If something makes more money than something else, that is a fact. People are either willing to pay MORE for one object (golden statue), or more people are willing to spend for a product/service (games).

Because games generally require a lot of people to spend, they must be POPULAR to make such money.

Deal with it, those are facts

Good job, kid.
Guilty pleasure can also mean something you like that you know is shit for something YOU realized about it. People like things that know aren't Academy Awards worthy all the time, like liking some shitty drama anime because it's mindless fun. That doesn't mean you can't also enjoy some more intricate, smart pieces of fiction.

Please, stay focused and learn how to argue. The argument isn't about numbers. I know people pay a lot of money for shit. It doesn't mean it's not shit. It means it's shit they pay money for.

You say that as if I had problems accepting that people pay for shit.. are you 12?

Yea, I am done. You're either a troll or retarded. Either way, no more effort on you.

You're the kind of person who says Harry Potter is shit despite it making more money than pretty much any novel before it just so you can pretend to not conform to main stream thinking. You go rebel! Maybe when you get out of moms basement you will learn a thing or two.

How can someone be so fucking dense? It must be some mental disability.

I understand the ability of something to attract money and be popular. That doesn't mean that something holds a lot of artistic merit. They are two separate things.

Jesus, it's such a simple concept, yet you can't even grasp that? You must've dropped on your head as a kid

That is terrifying. People spent time on that. Modeling it… rigging it… animating it…

Don't forget jacking off to it as well.

So hypothetically, if all your friends started smoking meth, you'd join in too, right? Can't be a "rebel" or go against the herd huh?

what if smoking meth printed money for you and was actually a book that didnt have negative effects on your health?

Yeah ok

who the hell smokes a book?

The only game that comes to my mind right now is Slender the arrival but I know there are more games that look as good

Well imagine you are the most unskilled and lazy bastard that has ever done so much as wiping his own ass
and then you decide to go and tell the local carpenter that his tools are shit and that is the reason you don't like to buy his doors

super hook girl and new super hook girl.

are you referring to something that is not umihara kawase?

This. Look at Quake 3 Rally. Used ioquake3 as a base, and even as a standalone game, it looks too much like Quake.


That game runs like sex on every shitty computer I've tried, including splitscreen on a chromebook. Highly recommended since you can make fully custom aeros now, and custom missions.

google it, umihara was inspiration for it

No it's not. It's called managed code. It's essentially exactly like Java, but from Microsoft. C# gets compiled to CLR which is analagous to Java compiling to JVM. It's object oriented and has built-in garbage collection as main features.

who the fuck is filling your head with this fucking bullshit?

Yeah except Mono is a pretty fucking good implementation of C# in linux… so the why would probably have more to do with laziness/incompetence than lack of linux tools.

That's a fuckin mod, not a game made from scratch

Did you miss the part where I said it's a standalone game? They took ioquake3, and have now changed it enough to be incompatible as just a modpack. Otherwise, by your logic, all the games made in Unity are just mods.

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that's because it literally uses the same assets as Quake 3 in several areas (most notable in the sound and textures department)s