Unity

Why is Unity so hated? It seems like an alright engine that's only crime is being used by shit devs to make shitty games.

Other urls found in this thread:

forum.unity.com/threads/impossible-to-get-perfectly-smooth-motion-with-unity.141417/
forum.unity.com/threads/linear-movement-stuttering.142754/#post-3329307
pewglobal.org/2016/02/22/smartphone-ownership-and-internet-usage-continues-to-climb-in-emerging-economies/
github.com/wfowler1/bsp-decompiler
github.com/wfowler1/LibBSP
godotengine.org/qa/4817/can-you-legally-sell-games-created-with-this-software
tldrlegal.com/license/mit-license
twitter.com/SFWRedditGifs

forum.unity.com/threads/impossible-to-get-perfectly-smooth-motion-with-unity.141417/

forum.unity.com/threads/linear-movement-stuttering.142754/#post-3329307

This thread hasn't been made a billion times before, no sir.

Too friendly with asset flippers, too unfriendly for everything else, it is basically a shovelware engine right now.

The good games made with unity you dont know they're unity
the bad ones though,oh fuck do you know immediately.

Developers are too interested in adding features instead of fixing longstanding issues like has posted. So if you wanna make a game that's not shit, chances are you have to fix a lot of the engine's problems yourself or find workarounds.

There's really nothing wrong with the engine, even the issues posted by are so hardly noticeable only an autist would actually notice them. The problem with Unity, and also why people that don't dev consider it bad, is its reputation.

Unfortunately all the bad games and asset flips use it because it's the easiest engine to use, there's tons of info about it and it's generally possible to throw together something that works without that much effort thanks to freely downloadable character controllers and animations.

There's nothing wrong with it per say, it might be a bit bloated in case you don't know how to strip it to the bare components you need, but then again that's a problem with the Dev not knowing how to do so rather than with the engine itself.

Unity, not even once

even the fucking engine features are an MTX fest. People aught to be hung for this shit

You answered yourself. It atracts pieces of shit easily. It is best to avoid anything that does that.
If shitty developers are confortable with something, avoid it.

It has a massive memory leak issue that gets worse the longer you use it.

Not arguing one way or another but shitty developers also breath air.

but can you get dubs using unity?

That is the most retarded thing ever. Just use functions of time.

Low entry difficulty which is the engine beginners and scam-artists use.

shovelware - the engine
this thread keeps popping up a lot on Holla Forums for some reason

The engine was originally made for iOS and Mac App Store games.

UE4 is the better choice.

And that justify playing shitty games made by them, right?
Fuck off.
Anything that grants easy access to talentless shit must be avoided. It will only spread to more talentless shit.

The two things are completely separate.
You're basically saying nobody should own a PS2 because it had a really high amount of shovelware

It's an absolutely retarded argument

Are there any links explaining how you do this?

It's for people who are too lazy to work with an open source engine like cube2 or godot.

I'd have more patience for Unity if it wasn't such a cancer prone to infecting 2D games where it makes zero sense.


I don't think you understand what fixed timestep is.

There is a reason you got dubs, user.
That reason is truth.

Not that I know of, it's way beyond my knowledge

...

It's not a terrible engine, but it's setup in such a way that you can make a finished game with it and have it horribly unoptimized.

On that same token anything that grants easy production to a veteran also allows faster production. Why make things needlessly harder for yourself with less payoff?

The only Jews that can't be allowed to be killed are Zach Braff, Mark and that one Adam guy from IA's stream who literally likes math and immediately asked about a lottery.

They dindu nuffin.

Shame scrubs was so full of "unprivileged minority" bullshit. I still can't hate the show either way. Kinda like 30 Rock.

...

If you're a type of person who's considering to use Unity then just use Unreal.

This might just be the worst suggestion I've ever heard

Isn't unreal 4 full of horse shite and run by the fucking Chinese?

You can thank Cliffy B for running Epic into the ground.

Turk hated being treated like he was special just for being black rather than for his own effort and skill, though, and they made fun of that as well in the same episode.

They also never had a single transhit and only made fun of them and actual flamboyant fags and ugly mannish dykes on top of fatasses, beta faggotry and women turning into bitches when they literally need dickings to lighten up the entire series.

He said better, not less Jewish.

Reminder that Godot is vastly superior while also being free and open source.

I haven't used Unity, but Godot is pretty shit. My biggest issue with it is the lack of constructors.

Also I tried creating a project in 3.0 RC1 and it failed to generate the .csproj file needed for C#.

IIRC, Unity was pushed by all the big SJW blogger sites for their indie dev clique friends.

So the solution is to deprive shitty developers of air, and only reserve air for quality developers. The end result is the same as depriving shitty developers of unity. Less shitty developers and less shitty games as a result.

I'm ok with that.

Take your shitty design patterns elsewhere, fag.

Yes, because abstracting a class so I don't have to copypaste the same code over and over again is a shitty design pattern.

The real shitty design pattern is your genes.

Unity is the Adobe Flash of 3D, that is the biggest problem with the whole thing.

What's the functional difference between a constructor, and a static method on a data structure that returns a new instance of itself?

Never stated anything about the actors. The shows content was just annoying when it pushed that shit in your face. plus the show started going downhill after a while and the final season was a punch to the nuts and the fact that the main actors participated in it still leaves me pissed

Problem is you can't deprive a talented person of what's available for good use. If you're going to shit on unity do it for factual reasons. Not pisspoor social ones.
Blame the people who buy them. There's always going to be shitty developers for every engine.

You don't need them with the way Godot is structured.

I've yet to see any actually fun games made with it, I don't like how the engine handles collisions and overall game feel, and it runs kinda like ass

It's this user, this is why Unity is looked down upon so harshly. Easier to blame the well known engine than the unknown coder.

I tried Unity for a while, ended up switching to Unreal because I figured it would have more overall support and if I ever put together a team I thought it would be easier to find people that knew Unreal.

I'm still learning stuff, so I don't have to worry about porting assets if I changed to something else now. What are some other good engine options?
A few of you mentioned Godot, how good is that?

It's the engine a lot of lazy ass incompetent """developers""" use and never optimize for thus giving it a bad name. Company also did some scummy things but I can't remember what.

There's some great spirit behind it and as far as I understand it its being made by just one dude.
2D is good, however 3D is still being worked on. The docs are also pretty weak.

You can always chose to play games made by good developers. And those are not on Unity. Shit brings shit. Abandon shit.

Because if you don't, you WILL get lazy and the quality of your product will decline.
What is all of this situation if not "crybabies whining that they don't get respect and/or good sales because people are avoiding games made in Unity and the bad impression is spreading fast"? If any developer wants enduring sales, he is required to give high effort to his product, and not get what is easy to work with. If he does not do this, he is assured to become lazy and it WILL show in his products sooner or later. That is when we start abandoning them.

What scummy things?

n-nooo

It fucks with my processor in such a terrible way that could awaken the Cthulhu. I have glitches up the ass with every fucking game, and most games just lock in some creative way that makes it impossible to finish them. Literally breaking the game. thank autosaves.

Unity hates my hardware for some reason. Some Unity games are great, they are just not for my processor, or something.

I want my fucking Flash game including porn era of the internet back right now.


I thought you were talking about episodic characters.

I know they completely fumbled with relationship writing and buildup towards the end. Keith never fucking did wrong.

It's unoptimized as shit. Cuphead, one of the widely used examples of 'good games made in Unity', requires 2 GBs of ram… TWO FUCKING GIGABYTES to display some 2D images with an old film texture on top. You can only imagine how much it would take if the game was 3D.

Are you fucking serious?

sounds like your hardware is dying.

It's the best old overclocking shit possible, and it's been dying for 10 years. I have a hunch on why Unity is so bad for me: my CPU does not support SSE4, So it has to do a very different calculation cycle to process something that uses modern asm. That means that physics don't work like they should, if at all, and some games just crash for "no reason".

Sorry for the pics. They are /a/utism good.

Check their steam page faggot

oh it's just really out of date. I can't take any of your complaints about performance seriously.

i bet you re one of those people complaining on muh optimization threads even though you know your hardware is nothing but trash by now

lol

Mediocre at best engine with SJW hambeast devs. You can polish it into something better than a turd but there is a lot better.

user
go die
thanks

no, I don't see a single problem

Yes, it is owned by Tencent now.

There's nothing wrong with reddit either if it's used correctly. Why do we hate it so?

[citation needed]

It's renderer isn't the most efficient, and its ease of use often encourages lazy practices

t. Someone who uses it but gives a shit about good, efficient practices and fine tuned gameplay

just waiting for Godot 3.1

Don't you mean 3.0?

mistyped

How good is Godot?

Oh, well I think the stable release is next week, actually.

Fairly efficient, open source, node based, etc etc
I could throw buzz words at it all day, but the short version is it's an approachable engine that's easy to use and ridiculously powerful
It was created by industry veterans for the purpose of solving everything that annoys them about existing engines
Default coding language is GDscript, a variant of Python, with c# and others available if you'd prefer

On the downside, the documentation is anemic and rarely shows code examples

Check out kidscancode on youtube for a thorough rundown. And if you want to capture a controller axis, another guy on youtube might be the only proper source for how to do it forgot his name

Addendum:
Like unity there's an asset store. Unlike unity, everything's free

That one's true but there is plenty of discussion on the unity forums on how to mitigate it

As someone who has dabbled in Unity to make a small game for a specific setup, I can say it makes development stupidly easy, but the stuff it comes with is just garbage. Did you know their controller drivers have a specific set amount of buttons it can have, and if your controller has more, you are SOL? The answer to most basic questions in their forums usually are "just make your own lol", because fuckers couldn't care to provide sane defaults, like their net engine that synchronized everything DOWN TO EVERY SINGLE PARTICLE. Why bother even adding something if it is gonna be unusable?


Fixed timestep in the game logic loop is a must for networking,

not an argument

Just so you know, you should kill yourself.

What exactly is wrong with phoneposting?

Encourages shorter posts, which stifle discussion, and is often associated with third-worlders and retards who can't manage a computer.

What if I just want to be comfy in bed but still post?

I write long as fuck posts in my phone while I shit. Funnily enough, I have noticed the longer the post is, the less likely it is to produce conversation and debate, so joke's on you all for not being able to comprehend anything longer than a tweet.

you can't

Just like summer brings in summerfags, eh?
Third worlders can't afford a smartphone I would know but they sure as hell can use their family PC.
Those retards can't manage an imageboard either faggot, they also can't use anything that doesn't have a dedicated (((official))) app.
And by the way
But then again I can't blame you for spouting the retarded shit you spout, after all you probably never even leave your room let alone your house.
Sage for off-topic.

use a laptop or a wii u

Enjoy your disrupted sleeping pattern.


That's some mighty fine non sequitur.


pewglobal.org/2016/02/22/smartphone-ownership-and-internet-usage-continues-to-climb-in-emerging-economies/

Shitposting is exactly what phoneposting brings.
Shitposting is fun, but giving every retard the ability to connect to the internet and post their stupid thoughts as soon as they pop into the old brain bucket is a fucking mistake.

The beta was pretty good.

I would have corrected it but then figured out this would derail the thread more efficiently.

Speak for yourself. There's developers who use Unity and then heavily modify it to suit the game their making.
Then do so. Unity isn't going to restrict that concept unless there's something factually wrong with the engine itself. Again I'm not arguing either way, just make a fucking argument for the engine itself as people are completely capable of putting as much effort into something as they want.

Make me fag

This is common with games and isn't an issue. Any time you apply the system clock to animation, this will occur. The only way to get perfectly smooth animation is to not use the system clock for time stepping and instead tie it to the monitor's refresh. You also have to be mindful of the resolution of the screen. With something like a text crawl, you would move 1 or 2 pixels every update. Why don't games do this? Well, a different refresh rate would alter the timing used in the game. A 120hz display will cause things to move twice as fast on the screen as a 60hz display. There were actually some hardware hacks that worked on older video cards that would allow you to sync video card refreshes perfectly with a monitor refresh, but I do not think they are an option today.

The person who created the thread, and the user who posted it here do not understand the underlying issue is something that would affect your game even if you wrote it in C using whatever graphics API you want. Games are more than animation. Physics and the game state will often update on fixed timings so that games are synchronized across machines. This timing does not match monitor updates nor does it work well with 2d panning. Writing software that creates perfectly smooth animation is a different approach. Also, be aware that no two systems have the exact same timing. They can be off as much as a millisecond. This is why we have things like NTP (Network Time Protocol), which I can tell you is not perfect either.

I hope you mean as far as quality of things created with it, because in any other way this is fucking idiotic


I did not know about this

...

No, they aren't. Easy access breeds lazyness, which breeds low effort and low quality.
The more accessible, the most of the worst people will be atracted to it.
The argument is that it is easy to get into it, thus, it is shit.
The exceptions are that: exceptions. The majority of developers, if they aren't lazy and greedy already, they turn into those as soon as they start working with easyly accessible tools.

For a credits roll, a text crawl, or parallax, what is normally done in games is to not update positions on a time step. Instead, you make a small function where you pass in a time and get an x or y coordinate that represents the position at that time. Use that to set the current position. This can be quite smooth. Not perfect though. You at least avoid the issue of losing fractional positional data when doing the fixed timestep update.

Again, speak for yourself.
Goes back to what I said. Don't purchase garbage games and it's not a problem.
That's not an argument it's a baseless opinion. if you're a hard worker then with the same amount of productivity you could accomplish more with an easier system to develop with.
Developing games takes years of effort and practice. If you start with an easy tool then it's likely that may work to push you into more advanced tools that offer more. If you start with Unity you may release a game through Unity. And then when you have more experience you could maybe develop the Unity engine more to your liking and after that develop your own engine from the ground up. Either way "it's worse because it makes you lazy" isn't a fact. It occurs often but there's always going to be more accessible tools for people to use. The difference is the person who uses it. Focus on the issues with Unity, not the person using it.

Hi Adam from those Jim streams.

Literally no difference.

Can you niggers recommend me a recent, good looking Unity game so I can test if my PC can still play recent games

Inside is probably the most technologically advanced and nice looking Unity game to be released to date
However it's also really well optimized so I don't know if that works for you

Cities Skylines is also made in unity and not as well optimized if you want to try that

It ALWAYS occurs.
Easy tools = decline and lazyness.
Quality only improves when high effort with higher risks and higher obstacles are implemented.
You can be (((productive))) all you want, and still make not a single good product. The current western industry is proof of that.
Quality is the only thing that matters. And quality is not achieved with easy to use tools.

It ALWAYS occurs.

Easy tools = decline and lazyness.

Quality only improves when high effort with higher risks and higher obstacles are implemented.

You can be (((productive))) all you want, and still make not a single good product. The current western industry is proof of that.

Quality is the only thing that matters. And quality is not achieved with easy to use tools.

Being a good programmer doesn't make you a good game maker. If anything, really good programmers are most time really awful game designers.

Engines allow people that have a moderate knowledge of programming and good game design knowledge to actually make something without having to go through hoops and coding really complex shit that they wouldn't need.
Just because some people will use the tools to be lazy doesn't mean that the negative products created with them will outweigh the positives.

You're clearly Holla Forums illiterate, Unity has far too many limitations compared to other publicly available devkits or engines like Source or Unreal providing no benefits you could not accomplish by simply taking the 6 months it'd take to be able to do basic coding to meet your needs. All the convenience Unity provides is convenience that is only useful to people who can't do shit or take the time to do it.

And I doubt you've ever used an engine if you actually believe this.
Source is extremely outdated. Unreal has really awful docs and pretty much no community support to speak of. If you're in the shit with either of these then you're on your own.

Building a fully 3D engine as your first project to get into gamemaking is an awful waste of time and pretty much sentences you to actually never finishing anything.

For 2D stuff? Yeah maybe I can agree with you.

This

I like playing around with them and Unity provides no benefits UE4 doesn't also provide as standard and Source is kept up to date to the point where despite being old you can't actually go wrong with it. There is no noticeable increase in productivity or benefit besides being a crutch for laziness and a friendlier UI. How dated an engine is shouldn't even be an issue if it's your first game, the /agdg/ board doesn't even list a fraction of all the fucking things you can work with.
Are you serious?
I never said that, my fault for badly wording my post. The 6 months of coding would be for modifying the engine when you need too.

Didn't read the thread, but.
Man Source is terrible with content. Fucking console apps to import testures models and etc. Are you real?

Unity fags always fall back on the "muh community" shit as a crutch, nevermind that said community is full of retards, bad advice, and shit tutorials. It's okay for 2D vidya and not nearly as shit as Game Maker, but Love2D and Godot are better for 2D anyways.

And there you go. Playing around with them means nothing. You've not even scratched the surface of what Unity, or any other engine can even do

No, it's literally not. The Black Mesa team has spent the past two years updating the engine with modern features that are found in both UE and Unity that were not on Source.

Except, you know, having to build a whole engine before actually being able to start working on the game. Which of course you don't know how to build, because you have never made a game before, so you have absolutely no clue what is fundamental to make an engine.

Yeah it's not like you need support for most of the recent advancements and technologies in graphic fidelity

I don't know what you're trying to say here honestly.
You mean modifying the Unity engine? What are the features that Unity is even missing that are in both Source and UE4?

If you think "play around with" means 2 hours then dropping it then try again, 60+ hours each minimum my favorite ones 200+ hours. I developed this habit when I was a kid cause I had more fun being an autist.
You keep talking about building an engine from scratch when I'm talking about existing engines.

But your confusion of me mentioning modifying and engine instead of building it from scratch more or less tells me your complete lack of even trying out an engine at all. I admit I favor Source more then I should but compared to Unity I would recommend it over Unity.At a glance Unity seems better because of the friendlier UI but I find that not to be the case.

*
2000+
Forgot a zero.

From experience, at the very least, it's bloated. Its' performance is trash, especially for 2D, as, unless they fixed it, 2D was just 3D with one camera angle, so it still loaded all the 3D mcguffins.
frankly, all 3d engines are shit. Unity for the above, Unreal for being owned by chinks and Godot for being underdeveloped and basic features taking years to implement.

*
600+
Annd I'm retarded.

Nigga you're lying through your teeth and it's easy as shit to see

Nigger you're not making any sense, that's why I'm confused.

Tell me what features are missing from Unity or fuck off
You've yet to tell one reason as to why Unreal is better than Unity in any other way for an amateur gamedev

You tried.

it's criticizing jim sterling, faggot

Because they do all their calculations with floats instead of doubles and the API drops precision when it moves values from C#(Mono) -> C++(Unity Engine). This is why games like KSP move the entire world around the spacecraft rather than moving the spacecraft through the world.

I'm talking about forking the engine with different APIs.


Well first off it uses C# and Java not C++, second I'm not sure how well they fixed this but the way Unity generated scipts would would cause memory leaks because it'd constantly generate a script for an empty object unless you told it not to, third external networking is built in natively to Unreal not Unity, and for newbie friendly-ness Unity's UI wins but Unreal has blueprint scripting even though once you get your feet wet you should move on from that and do it without the blueprint scripting.

It used Javascript ages ago, which has been phased out to support only C#. So you're already incorrect there.
right of course that's what you meant

I can't wait for you to mention muh garbage collection, of course forgetting that's handled by the engine itself in EU4 making your point moot as fuck

Here's one great proofless argument that you don't even know yourself, even though you have 600 hours of experience in the engine, weird

I honestly don't know anything about this so you're probably right

Blueprint is fucking awful and can barely be used to make walking sims. Blueprints also fail at teaching the dev anything at all about programming because they never touch a line of code.
Start with entry level code and get better, Blueprints are just completely worthless.

Are we still talking about Unity and Unreal? Forking closed source engines?

Lots of you peeps saying Unreal, but my issue with it is that while I value some of its tools more (BSPs!), it completely alienates the Intel HD integrated GPU crowd. You just couldn't optimize it to run very well on those because they insisted on going for a rendering pipeline that performs better on the high-end but with the side effect of destroying low end performance.

UE4 focuses way too much on the deferred rendering high-end side of things, that ironically made Unity better for the super high-end things like VR (because of the benefits of forward rendering and that being Unity's focus). Also, isn't Unity going to allow you to create your own rendering pipeline now making it even better in that regard?

Each has their benefits, can't go wrong with either. In no way would I say UE4 is objectively better. I will say that I half wished I would've rolled with UE4 though. Really like some of its features and UI for dealing with the 3D world. Wouldn't say Unity's limiting me any and my experience with it has been pretty solid.
Unity Technologies simply doesn't care about their brand-name; they make money by people paying to remove their splash-screen. They know it full well. Might actually switch if Source 2 ever rolls out. The new Hammer editor is looking nice, and it seems like it doesn't alienate the low end like UE, but at the same time focuses on 3D rather than Unity's jack-of-all-trades nature.

Really, it doesn't matter. As I said, it's just preference…

The one on Blueprint is spot on. Doesn't really lower the barrier of entry of programming. Even if you already know how to code, it just feels messy.

What's wrong with J U S T 'ing your sleep schedule if you can't work?

Isn't that what Valve did when they released their VR tools for unity?

All of this tbh
A few years back I was waiting to start devving a 3D game until Source 2 would release, then it became clear Source 2 would never actually be released so I just fucking gave up.
It'd be nice it ends up releasing but at this point I doubt it ever would.

You will feel like shit afterwards for entire next day.
Or just more than usual anyway.

You never used it and made a thread about? Why not just try it yourself to see how bad it is instead of settling for the opinion of a random stranger.

welcome to Holla Forums

I've done it for literally over 10 years along with napping more frequently out of boredom or getting tired faster despite not being a fat fuck.

dude make your own engine LMAO

The whole history of videogames proves you wrong. The "designers" that created the enduring successes were all programmers that made games. Not "game designers" that programmed.
What said also exemplifies what i'm talking about: shitty programmers that know almost nothing flock to engines like Unity for easy access, and thus, the overall games made by Unity is made by those without talent, knowledge or will to improve, and thus, become shit. Even with exceptions, the majority is shit.
Op was asking why Unity is so hated. That is why. No lazy programmer or "designer" will convince anyone to turn their backs to reality. The reality being that easy access breeds laziness and that produces a majority of low quality products, derived from low effort.

because much like comic sans MS is it used in the wrong way or to rush something out that always end up as a pile of shit.

You should look into the history of videogames.
Even people like Iwata and Myamoto were designers before they were programmers.

Even Carmack would be nothing without Romero

Fixed timestep is something only retards use because it is easier. But you will run into problema later on.

That is not to say that programmers can't be good designers too of course, in some very rare cases they can work together

If that would be THAT easy.
Just thinking about sheer work needed for that makes me want to kill myself.

Name another deterministic model that works better for multiplayer.

Now can i ask you to elaborate onto jim sterling? Like i see he say some stupid stuff, but maybe there is more?

Came into the thread to say this

So you mentioned Source 2 Hammer and how it's "good" and such. And about BSP in Unity.
So i have 2 questions?
1) Does Unity really have BSP? And how it use it?
2) Is unity level editor is good and how it compares to source and source 2 hammers?

I watched one guy who shitted onto UE level editor because it was a modelling tool. and not level editor. And his review on UE4 new geo tools showed that this tool had/have bugs and is not that simple to use.

Romero was a hack. And everyone else learned to program WELL before they could create anything of value.
And all of them did it with the most unfriendly programs that they had at the time. As soon as programming was made accessible, overall quality fell.

You just confuse something. Romero failed, because he couldn't do thing he wanted to do. And didn't had time to fix his problems.
Knowing how to programm greatly helps with making games, but the ability to make good games is not determined by the programing skills.
you bitchy ass nigga trying to say that programing skills is tightly connected to making games, which is not. Making games requare many skills and coding is one of them.
But all i read from is basically: hurr durr programming skill = gamedesign skill hurr durr"
Fuck you.

user, it was FOSS and developed entirely voluntarily. That changed a few months ago when they started a patreon and quickly earned enough money to work on it full time.

I don't remember Miyamoto programming anything.

Can't even do that smoothly in a garbage collected engine.

Ignoring the lack of proof either of these people have ever programmed, this is backwards as hell. Being as programmer is the low-level grunt job of someone no one gives a shit about. It's not until you've worked your way through the ranks of office politics and stabbed the right people in the back do you get to be a (((designer))).

he may kill me for spreading this more, but a friend of mine made a fairly popular BSP decompiler and had converted it into a BSP importer for Unity.
github.com/wfowler1/bsp-decompiler
github.com/wfowler1/LibBSP
We used it in a FPS prototype, but then that project got backburner'd because of needing to work real jobs, which ate up most of our time.

As far as the default level editor goes for unity, it's not anything like BSP, just placing/rotating/scaling/snapping objects, and not cutting volumes out of stuff. That makes it insanely easier to get into, but also makes it harder to make """"Good"""" levels because you still need a modeling tool to make mesh assets, or get something like ProBuilder off the asset store if you want to sculpt things inside of Unity. I think Unity tries to be everything except authoring tools.

...

Digimon World Next Order was shit because of this engine.

...

what am i supposed to use then if I want to make a space shooter mixed with a 4x

ITT:

A good dev is like a good cook, he knows what makes a good meal and even without ingredients of the highest quality he can still cook a good meal. The engine will only play a small part in the overall quality of the game.

Minecraft would have been far better if made in anything other than fucking Java, purely because performace would have increased tenfold and would not have been entirely random.

Minecraft would have been far better if Notch had any idea how to code.

I use Unity and I'm constantly running into bugs in the editor that are either years old, or worse, years old and 'fixed' 6 months ago just to resurface. There's usually some easy fixes to do, but they're annoying to worry about.

making your game in unity is like making it out of a cardboard box

A-user…

You're so full of shit it isn't even funny. Good games can be made with mediocre or even outrightbad engines, but an engine still contributes a lot to the game's design and overall feel whether the developer realizes it or not. A good developer choses his engines based on how well it suits his particular project rather than using them as magic black boxes ad forcing them into doing things they're architecturally unsuited for.

Except that's not even remotely what I said you autist. I explained why the development was so slow, and why that is no longer the case. Off yourself, please.

I know why development of it "was" slow, user. And frankly, Patreon didn't help, it's still taking bloody ages for anything. And while it's a valid enough excuse, it doesn't change the fact that features are not implemented nearly as fast as they should for me to consider using it, or for it to be even close to a viable alternative to better documented engines with plenty of examples of everything already existing online.

Face it cuck, FOSS wins again.

Features such as…?

Occlusion culling.

There is absolutely nothing wrong with copyright violation.

Pretty sure that's in 3.0. Which, again, is a complete rewrite of the 3D engine.

Programming IS game design.
Anything else fails, if you don't have a good programmer.
That is why everything made by easy tools is always looking or feeling the same. No matter what vision the "designer" have, the programmer being lazy (using Unity) results in low quality games.
As for Romero, what you said was his excuse. You heard or read what he said and believed him? Try to understand what were the consequences of his actions, and not what he says. He was a hack who was more concerned for being a popstar among Gamers than to work, learn and improve. The typical lazy and talentless hack that blames his failures on other people. Even those that worked with him, when trying to pull good things to say about him, end up just showing how utterly lazy and unfocused he was.

It isn't, occlusion culling is delayed until 3.1.

There's a game called Spire that's using Unity while the main programmer is reworking the engine for the game. You need to stop being such an assumptive faggot and learn how to dictate how something works before you shit on it. Your entire argument is that if something is made easier it produces lazyness. People are the problem, not the software. Fuck off faggot.
Depends on how you use the tools and to what extent.

Read my posts. I'm shitting on the user for not having any argument against Unity itself.

nah.

fucking kek

You can have deterministic everything with a variable timestep too.

I would recommend "Breach and clear", I was surprised it used Unity as performance is very decent. It being a isometric game probably has a lot to do with it. The GOG version some times soft locked if I changed camera perspective.

Some devs do,however the vast majority of FPS I get is 30 and once 3-4 max with some shit cop life sim. Also most games changes settings do nothing for performance. AMD FX 6000 (or what ever the number is which was previously a 8320), 32GB of ram and a 290, so yes my hardware is old but I refuse to "upgrade" to Rayzen mainly because of PSP. I don't think "upgrading" my GPU would help performance in many games either because my CPU is shit.

Does anyone else get the feeling they're reading posts written by bots?

Are they going to fix the shitty documentation?

Just report it if you think it's a bot, which I do. If he isn't a bot then bully him for his terrible english.

It is late enough that I don't have a single shit to give any more. In addition to not caring about unity (as if I ever did in the first place) as a direct result of all the shitty "games" I have played.
Wew, that's good to know.

If you're not a bot then nothing will happen, I don't suppose there isn't any particular reason you're saging with every post?

Yeah, they've been having docs sprints fairly regularly for a while now. They acknowledge it's not the best documentation and they're actively trying to fix that. They also have regular votes on what kind of tutorial should be made next. There's already some good Youtube tutorials.

Where exactly do I stop and say "okay, I have enough experience, let's make vidya"? What's the cutoff for basic knowledge to at least start making something decent?

Whenever you decide to stop being a little bitch and just do it.

The way Unity handles physics is horrible. That's enough of a reason not to use it.

Just make something, preferably something small and simple. Your first game is gonna suck either way, so it's best to just get it over with. Don't fall for the meme of coding your own engine or making your dream game first, that's a recipe to waste years of your time.

"Muh people are the problem".
Because the tools made them lazy. One breeds the other.
Lazy programmers go for easy tools, and keep being lazy.
Other programmers go for easy tools and as soon as they get those, they become lazy as the first ones. Then, you have a whole bunch of lazy programmers that don't improve on anything because they always let the tools work for them, instead of working, learning and circumventing difficult aspects of harder tools.

That's why if you really care about precision or how the game plays, you code your own. Nothing stopping you from doing that in Unity.
Also, UE4, Unity, and CryEngine all use the same physics engine. It's not there to be the meat and potatoes of your character controller, unless maybe if you're doing a slower paced 3rd person RPG or slower paced FPS.
Blame Nvidia for Nvidia PhysX, but these generalized physics packages really aren't miracle workers- good luck finding one that is.

Are you the same deluded retard that argues artists should be enslaved and killed because that's how they'll make good art?

>>>Holla Forums

I guess when I drive to work every morning I'm made lazy because I don't want to walk 10 miles? Jesus dude you have no fucking argument other than "this is what happens because I said so".
Or good programmers go for easy tools and use them better than lazy people to advance further. You're just repeating how wrong you are at this point. Either post social charts on this shit or fuck off.

If your job was to walk to work then yes driving means you are lazy. Shit analogy user.

That's like saying it was your job to not use Unity. The fuck are you on about?

A lot of it is down to the fact that anyone using the free version gets a big splash advertising it was made with unity.
It's crippling for image.
Also
The seesaw gimmick's been done.

Saying your job is to walk to work is not even remotely like saying your job is to not use Unity you dyslexic fuck.

Shortcuts make you lazy you dyslexic, real life nigger.

I never said your job was to walk to work. I said that your job is more easily accomplished by driving to work. Much like your job is more easily accomplished by using software to do your work in Unity. Though I'm not necessarily defending Unity so much as using software to get more done. You want a better example? Using a computer is easier done than going through paperwork.
They make lazy people lazy you mouth breathing contrarian.

I hate this board now because you aren't even the only fuck who completely misreads posts so you can argue against them in your own autistic way. We are having two entirely different conversations here.

Like I said, you are dyslexic.

To anyone shitting on Unity, you should know that Cuphead, one of the greatest games to be released in 2017, was made with Unity. Cuphead is a true testament to the power of Unity, and you would do well to acknowledge that.

Seems to be on the right track to me. If you can't comprehend basic english that's not my problem.
I don't even think you know what dyslexia is. Also nice job doing damage control with all this goalpost moving.

Cupheads a 6-7/10 but yea it was one of the better games to come out last year. which is incredibly fucking depressing

LISA was made in rpg maker

Only play the game on simple?

LISA is shit. OFF is the better RPG maker game.

It's fine in the context I'm using. Stay mad fag.

Right, because you have dyslexia.

PhysX? Really? Isn't PhysX is for environment physics only? Like using phys engine which bound to nvidia cards while you have consoles with amd cards only sounds really stupid.
Source uses 2 physics engines vphysics (havok) for garbade props and etc and qphysics (quake physics) for player and npc physics and movement. I think UE and Unity have something similar with different phys engines for different purposes.

Sure you don't have Dyslexia fag?

Not really. Who considers his car a tool for his job?

holy shit why haven't i heard of this game before? especially since i speak frog

i think this fag hit it on the head by accident

The person who lives 20 miles from work.

It's an RPGMaker game that's why personally I find it bland, 3deep5u, and completely uninspired compared to what used to be remembered when the version OFF uses was still being used. I mean shit there is another frog rpg maker game that is basically horror themed and is overall better then OFF.

"The tools made people lazy!"
Prove it. And no, screeching "Because I said so" isn't proof, you stupid nigger child.

Also, individual accountability. If you've lazy it's your own fault, don't pass the buck onto the tools.

Not to mention if you ever want to fully /agdg/ it and remain smaller scale, the monetization policy is absolute horseshit; this considering after the first 100k of ANY kind of income (pretty sure including general donations even if you release the game for free not sure on that one so check my math if you want to be an autist.) you now must upgrade to giving them your shekels yearly or else. Other platforms such as unreal which is shit because epic is owned by tencent gooks has a 5% any profit royalty after 5k- meaning that no matter if your game does well or poorly you won't go broke as compared to continually paying Unity a license fee. Even still other companies have a one time licensing fee to use the current edition (and sometimes any future editions) of the product, which is great if you know you want to work with that engine a lot.

>>>/out/

Good tools will enable lazy devs to more thoroughly explore the limits of their laziness.

They'll enable driven devs to invest effort in better places.

But lazy bitches gon' laze if given the chance.
(source: I'm a lazy bitch dev)

Wow now this is a prime retard

I'm going to guess that since you're this bad at maths you're not actually a programmer or a game designer?

>When Source 2 is going to be free to use and will remove a lot of "This is made for halflife" bloat that's in most of the source engine so it can make games other than FPS and RTS

Well then. More 78f086 than 5268f2 though, but there's retardation in both posts.

You suggested it being the superior option, despite being chinese (Even without considering it being TENCENT A COMPANY THAT IS ACTIVELY TRYING TO MONOPOLIZE ALL OF CONSUMER SOFTWARE) automatically disqualifies it from being a better alternative.
It isn't about the strict giving "X% less money to Y" It's about "Giving company that actively wants to destroy and uses any and all resources that don't have to be dispersed as profit to attack all other companies internationally"

My main problem isn't that you're giving money to the chinese, the problem is that you think giving a percentage of all your income is somehow better than a fixed rate
Not to mention that even if you do say that giving money to the chinese is shit, you're still somehow advocating for it so I don't know why the fuck I'd let you off the hook for that.

I didn't even mention "and remain smaller scale"
Can you read? Jesus fucking Christ man at least try to make it seem like you've got a small amount of knowledge in what you're talking about

Also, since you don't actually seem to understand how basic percentages work, let's go through a lesson right now

At any point, no matter the size of your studio and how much money you make, Unreal is ripping you off. Please go back to middle school you absolute retard

Oh yeah, I totally agree with you on that; I suppose it was a bad example then, still though, unity's policy is still terrible. There's the platforms you've described, and I've seen /agdg/ say nice things about Godot, which is also completely free.

Read above, I admitted it was a bad example, but just because percentage is bad doesn't mean recurring fixed rate isn't a fucking scam. I do deserve that bully on the math though I do not normally fall on my ass like that sorry.

I don't know if I would say Unreal is ripping devs off. There was a lot of time, work, and money put into developing the engine that people then make their games on. It certainly is nice having a cheaper alternative on the market though.

Unity's policy is the best one on the market for the tools provided.
Math proves it.

Also don't believe everything you hear in /agdg/, godot will be great at some point in the future if the dude keeps working on it, right now it's not a worthwhile choice for anything 3D.

hmm

They don't. Big studios mostly use in house engines, AA studios seem pretty split between unity and unreal.

UE4 had very few actually big titles release this year with the biggest being

are you sure? I thought they recycled the engine from KH2 HD

Says so on Wikipedia, linking to a forbes article for the source. Can't link Forbes here and they have a thing that blocks archiving

I got around %150 done and it's boring after a while. Nothing special but not bad.

PhysX isn't bound to Nvidia, they abandoned that route pretty quickly and it just runs off the CPU now. I'm just saying that these physics engines are great for slower paced objects or destructible props, but you wouldn't want it to be the base of a platformer player physics for example. I mean, you could, but it wouldn't be ideal, and everything you do is in terms of what that physics framework wants from you. Awful if you're aiming at making something play well, rather than a generalized simulation.
You'd have an easier time and much more precision at that point if you just grab the collision detection and code the physics part by yourself.

Adding on to what I said, that's actually what a lot of people do in Unity and UE4.Have 2 physics engines, 1 for generalized simulation, and another for the player that was made specifically for the game.

See

But you've yet to give a reason why it's Unity's fault.
That being said, I don't think I should really defend them to be honest. It's their brand name, and they clearly don't care.

can you do effects like this in your closed source engine?

At least alf of the books in the game development section of my university library are Unreal Engine books that were donated by Epic.
Really makes you think

If at least 80% of games made with Unity were as good as Cuphead, this would be valid.
Unity overall is shit, even if some exceptions exist.

Artists SHOULD be killed or enslaved to produce good art, yes.
Deal with this fact.
The good thing is, at least for slavery of artists, the industry is advancing the right way. The less the artists receive, the better for everyone else.

As a matter of fact, yes, it makes you lazy. See how many times do you want to walk, and not come up with "i will just drive. It is easier and quicker". That is laziness.

Look for the majority of games made with Unity and you will have all the proof that you need.

And you wonder why none of them want to work for a cunt like you.

Shitposting by using the internet and a computer to write things down is pretty lazy too.

can you do effects like that in an OPEN source engine? i thought Remedy used their own in-house engine for their games

I really wish that game was good.

The tools didn't make anybody lazy. The tools simply allowed lesser skilled individuals to also participate. As they do in many, many industries.

This is not that bad a thing. It makes advancements in technology go faster, but much more gradual and generally in more areas. The main point to compete on, in terms of your code, was the graphics. While they can still improve a lot, people are somewhat accepting of current day graphics. Games of 2004-2007 are still pretty fine in terms of graphics. Get close to 2000 and you start noticing huge differences. Now there are many more smaller games which try out many things. Some of these types of gameplay may one day end up in a good, long game.
That said, the AAA industry is total crap these days. And the indie scene is very political, which sucks. But in the end, the more people invest their time in trying to make new games with new mechanics, the better.

What has gotten drastically worse in the years is the information we receive about new games. Many of our media channels are much more controlled and most of them work in a way to make popular things more popular and make good niche stuff die.
Where you would get to know many games through word of mouth of your friends, now you get them through people that suggest the same game to millions of other people at the same time, giving them too much power. As with most things, these things can be improved by improving your local community.
Go to lan parties and have good games you can introduce to the people there. Especially if you have a few friends willing to go with you and trust you on your game choice, you will easily change a huge number of games played on your local lan scene. Ignore any lan bigger than 500 people or that has high price pools for games like CS:GO or LOL or whatever. They are too hard to influence as a small group of gamers. 100 people lan parties are much better.

Kill all faggots. Get that shit out of here.

Because the only games that have to declare they're made in Unity are shitty games. Good Unity games have money behind them, and thus can afford the non-disclosure license.

are you retarded? why the fuck would anyone care if you made the game in unity?


a better motivator for lazy, talentless hacks who get in the industry because they color their hair, have indescript sexual and gender identities and vote left. drink bleach


it's the post-secondary system we live in. i was forced to use microshit stack for most courses and unity for gamedev courses. but at least my project courses were indiscriminate with what you used as well as the more high level game dev courses. i recall few courses going over multiple tools and frameworks so i guess that was a plus.

It also makes you on time for work so you don't get fired. Likewise you may need to meet a deadline producing a game so using shortcuts may be necessary.

Also how about using paper instead of a computer? It's much more efficient and saves headache for everybody. Is that also lazy? You're so out of arguments here that you can only make one in your own small perspective. Either posts facts or fuck off.

go being radical idiot somewhere else.

Thing is that games made with the "free version" have the "Made with Unity" splash screen added in front. That splash screen is a pretty consistent indicator that the particular game in question is garbage.

okk dere cuck.
>>>/reddit/
>>>/out/


i can release a game and still pay the nominal license fee for my creation and it can still be shit. whereas i can create and sell a good title that sells decently provided i dont go over the 100k limit in revenue annually

its not

You can stop being retarded any time.

...

Maybe you should lead by example and work yourself into a shallow grave.

Something makes me think you are mistaking variable framerate with variable game loop frequency. You are supposed to run logic at X frequency (like every fucking networked engine ever) and then render interpolations between them as fast as possible with variable timestep.

Latency forces servers to "rollback" state to a certain logic frame to simulate older input in order to compensate. The client also takes advantage of the fact that everything exists "in the past" to run the game some logic frames behind to interpolate data instead of extrapolating if it can be helped. How would you implement your variable timestep logic without making it about as useful as a fast enough fixed timestep, or without running into precision errors up the ass? It seems kinda weird to dismiss the most extended and well tested low latency network engine practice as "retarded" when the overengineered alternatives don't seem to add any advantages.

Like i should immediately know everything about random youtuber the moment i connected to net.

Do you people even think before writing this shit

like goddamn

...

The Unity brand is associated with shovelware assetflips, because every good game made with Unity hides its origin. So, everyone thinks Unity can only produce terrible games, because they don't know that Hearthstone, Cuphead, Kerbal Space Program as well as many polished high budget mobile games use Unity.
Then there are also a couple of technical issues and the fact that Unity looks much worse than UE4 out of the box. I personally also don't like it for the languages it supports and the SJW company behind it.

I never even mentioned pixelshit, dumbass.
It wouldn't even take half that amount to render the Cuphead art as vector graphics, let alone bitmaps who are literally mapped to the screen and not rendered.

C# and Unity should fucking garbage collect themselves.

Just stop trying to sound like you know what the fuck you're talking about. This is embarrassing.

Refute my point anytime.

I know what bitmaps are faggot. I was talking about your statement that you can magically draw those bitmaps without rendering them. Pray tell how you expect the fragment shader to draw those pixels without the texture being in RAM. Or retain them in the frame buffer when other things have to be composited on top.

lmao
Are you serious?

Do you know what rendering is, user?
It's taking a mathematical formula (vector graphics / 3D) and calculating the positions of the pixels THEN mapping them to the screen. Now tell me how the latter part takes as much time as the two parts combined.

It's not '95 anymore. If you want to draw to a surface you need to go through a graphics API, all of which go through the same system of buffers, vertex/frag shaders, projection and presentation regardless of whether its 2D or 3D you're drawing - since 3D is projected into screen space.

Feel free to give absolutely any specifics rather than wriggling around with non-answers like a slimy cunt.

It does not matter what they want. All industries that utilize art are moving (or alreadey in) to the side of "artists are cattle", which is the right mindset.
Artists are the first to bring leftists and other SJWs (when they aren't those themselves) and ruin companies from the inside. Artists are to return to being what they are meant to: cattle. Give them misery and take their work. That is the right way to work with them. Everybody wins at their expense, which is the best scenario.

No. It is a passs time, like playing video games. I don't stop myself from working or doing other productive things just to be here. I post when i have free time, and that is it.
Having no life to the point of abandoning everything and spend all day doing pass timers or hobbies is laziness. As is programming with easy tools.

And the western industry is full of high quality games with all those shortcuts, right? So much "quality" coming from those lazy failures that can't meet a deadline, or even organize themselves to plan an achievable one.
All lazy failures that ruin the quality of any product that they touch.

Can you program with paper? Retard.
Programs have their function. Easy to use programs on the other hand, breed lazy pieces of shit.
You are the one that wanto to know "why Unity is hated", and that is why: it atracts a majority of lazy shits whose works aren't worth the time of nobody. Peopel are avoiding the majority of games made with Unit for this sole reason, even when there are exceptions. The laziness of those on the majority of Unity users are showing in all their games.
Easy access bred them. They were already worthless, and having an easy to use tool made them stay this way instead of improving themselves like any true talented person would.

What do you do for a living then, champ? Genuinely curious.

because the majority of game produced in unity are broken ugly garbage.

...

...

...

Notepad is too easy to use and that breeds lazy pieces of shit writing.

Get this berry picker out of here

If you treat artfags like cattle to work on your boring corporatized shit, it's no wonder you only get a bunch of leftists because only they are retarded enough to put up with such awful treatment. The right-leaning artfags take one look at the hellhole you've created and decide they want no part in it.
I'm working on an /agdg/ group project in an open source engine and all our artfags are right-leaning anons who wisely avoided commercial game development because retards like you will treat them like shit.

...

So many of us artfags who lean right are pretty much exiled from doing anything but passion projects or making our own practices.

Nah. It just means you can take notes in less time which gives you more time to focus on other things.

Don't forget that anyone professional enough to make a good game on Unity can also pay the licensing fee to get rid of the "Made with Unity" start screen.

Which means all the free shit-tier games made with the engine let you know damn well what engine it was made with.

A good cook would know what ingredients to use. You don't blame the food for being shitty when it was the cook that bought the ingredients and cooked with them. Unity has it's problems but the overall quality of the games coming out of it has little to do with the engine.


Chill down, autismo

The API more or less does the same thing in addition to shaders, more specifically it's what your GPU does when you're using an API like OpenGL.

Why should i tell you? :)

So go write it down and it will be already better than the majority of games made with Unity.

Replied to myself and you still read it. Job done.
As for focusing on Unity, you are the one demanding an answer that i already gave: Unity is shit because it attracts shitty and lazy programmers. That is all. It's "value" is in what people do with it. Most can't do anything good with it (because, again, it is easy so it attracts the lazy) and that makes it shit.


As a matter of fact, well managed companies want to avoid leftists at all. You are talking about the western companies. There are many more companies worldwide operating in the west that aren't bound to the decline of the western entertainment industry.
The leftists aren't sought. They come naturally, as they try to be parasites in any market. They can be easily avoided. But as for right wing artists, surprise, they turn into leftists as soon as either the demands for the job increases or as soon as they receive too much competition.
It WILL happen to your group. You are giving yor example only because it did not happen YET. Go on, respect artists and give them compensation. See how that will turn out in the near future. I will be waiting for the inevitable decline of whatever product that your group is creating. Go on. I will see.
Artists ARE cattle, and giving them anything but misery only declines everything that they participate in.

Another comparison with unrelated topics? Just try to get a good programmer and give him easy to use tools and see how long it will take for him to start being a slack, completely lazy useless worker. Just do it. Yo want to give the "credit" for good or bad products to the people only. It is never like that. The engine itself is an easily accessible tool, which attracts the lazy and useless shits. That in itself makes the engine shit. One breeds the other.
Again: want proof? Just look at what is being made with Unity. The overwhelming majority are shit products. "People could improve it" means nothing when it is so easy and accessible that it mostly attracts lazy and untalented shits that don't want to improve it or anything else.

I use this engine for my project. It's suitability is based entirely on the scope of your project imo. If you're doing something simple that isn't going to use a lot of processing power, it's fine. In my opinion its sorta unsuitable for any high fidelity games though, just due to the nature of its engine and the fact that it uses C# and similar languages for its scripting.
Would I have chosen it way back then if I know all I do now? Probably not, but I've been able to overcome any engine issues using my own workarounds.
So is it shit? Not really. It's shit at certain jobs and its good at other ones. Just like any other tool its shittiness depends on what you're going to put it through.

Can you elaborate on this?

Try re-reading my post and seeing if you catch the point next attempt.

At this point I'm going to assume you and all the people responding to you are baiting. No way someone this autistic should be here.

You pretty much proved yourself more retarded then my blatant lies previously in this thread the moment you said "screen space". You can still do it the old fashioned way if you wanted to and do it all in assembly since these same functions are still being used by your GPU, the only thing you can't do with new graphics cards was the old way of creating 2D images it's all being done the same way.

WEW

So I'm pretty sure everyone else has said its a double edge sword. Its really easy to use and make "something" so this made a lot of talent-less hacks make things.

but how is the actual licensing for Unity and Unreal though. I see a few posts already mentioning that once you make 100,000 dollars (a year, or ever?), you must pay for the commercial version or something, and you have to some sort of license profit cut too? However, they keep taking a cut from you forever? Also, if you don't make any profit, do you still have to keep paying Unity? I know nothing about licensing issues and Unreal. All I know is TENCENT is main land Chinese "Company" and no matter how you slice it, it will be bad in the long run… Some how… Licensing issues always make me iffy.

There doesn't even seem to be that many good alternatives. Are there any good truly free ones, maybe some abandon ones? Are there any cheapish paid engines?

The way the license thing works for Unity is that if your company exceed a profit threshold for the project(through donations/sales whatever) then you have to pay for the upgraded license. I believe it's a one year commitment first and then monthly from there. You can cancel anytime BUT if you are working on a project that has exceeded that threshold of annual income, you can't use the free version to work on that project. So once you stop working on that project you don't need to pay for it anymore. But if your company exceeds that annual threshold and you want to make a Unity game you need to use the upgraded license.
This is how it works afaik. There's also a cheaper option if your company makes under a different tier, something like 200k or whatever.

But my graphics API lets me directly blit to VRAM.

thanks unity

Last November the Godot lead dev came to my college to showcase an alpha (maybe beta?) of the upcoming Godot 3. Cool shit, would recommend checking out.

meant for

You just posted it, i'm using Godot to make my dream game and it hits every spot I need it to.

unity lets you buy your own information

On giving them misery: almost all artists (good or bad) start to slack off as soon as they receive too much financial compensation, fame/followers and other kinds of compensation. They almost instantly start to demand a lot and deliver little or nothing at all. By always keeping them low, with little to no compensation and not letting them be too happy about their lives, you create all kinds of negative thoughts that end up making them use their art for escapism, and thus, raise the quality of their work. They develop all sorts of attention to detail and put all their effort in their work, the only thing that makes them forget the harsh reality. This was done before, and in some cases, the artist was even killed after completing a great work, so it could not be replicated later.
The current entertainment industry (and i agree with this) is taking fast steps into bringing this scenario back. Maybe by influence of the chinese, who never stop treating their artists poorly, or maybe those in the industry figured out what i told you above. The point is, everyone is pushing for having artists be miserable, as a means to never let them ruin a project (by laziness or by inflated ego) as well as to ensure that the escapism from a miserable life influence (and thus, improve) their works.
It will reach a point were if an artist does not accept that, he will not find work in any entertainment. Only the ones that truly like their art will ever consider accepting this situation, as there will be no reason to work besides them wanting to create good art.


Get (never pay for) games made by Unity and see for yourself. Easy to use always breeds slacks and lazy shits. Keep it difficult, and only the best will ever want to work on it, which will improve the overall quality of everything involved.

Yes actually you can, APIs do all the work for you but there is nothing stopping you from doing it yourself (you masochist). Your gross misunderstanding of what APIs even are is why you have these sorts of misconceptions.

Does it have some license as well? My understanding of "MIT License" you can't "sell" anything. It has to be free. Which isn't bad for a for fun project, or practice. However, that kills my enthusiasm for the future with it. I do enjoy playing with it though.

godotengine.org/qa/4817/can-you-legally-sell-games-created-with-this-software

Well damn, they are bros.

As a poorfag, I really appreciate their generosity.

i asked a reasonable question,i don't judge YOU for doing the things that YOU do that are considered bad by society's tastes

God hates fags

are you God?

no

then how do you know of God's will or his personality or his personal opinions of gay people?

But cuphead is boring hipster garbage

because god is a reflection of the hearts of his believers and if i hate fags than god does too

Of course, i also firmly believe religion is about society and not a wondrous space grandpa; it's less the perfect rules and moral guidelines to becoming a pure and flawless being and more the "you're one of us and not one of them". I bet the queers could make their own buttpirate religion where free love is the highest form of expression and the clergy could bless people to rid them of STD effects and transmissions if they weren't busy sucking cock every five minutes and also an abomination in the eyes of the lord; if they were RICH pillowbiters, they could probably join scientology, at least.

man a shame all this good material and trenchant insights are being wasted on a thread past the bump limt

if God hates fags, then why did he create the male G-spot? why did God let the ability for homosexuality to exist or for the penis to erect at the sight of another male? in our long ago history, homosexual acts were seen as pretty normal, the Romans were one of those if my memory serves. And gay people aren't the only ones who get STDs.

No, they're just the ones that transmit them the most, because nobody doesn't care about safe sex like a horny man; the blacks are also high on the STD list for about that same reason, and also single mothers.

If god doesn't hate fags, why do normal people have a natural revulsion to homosexuals? If god doesn't hate fags, why can't they have babies like the women they're pretending to be when they take cock as a woman does? If god doesn't hate fags, why have they been reviled for millennia and only now vaguely been accepted by some cultures as religion dies a slow, inglorious death in those locations? The romans also had faggotry outlawed, they just grew decadent enough to not care so much; kind of like now, really. Also like now, they let women vote and accepted foreigners freely and attempted to give them citizenship readily. Man, it'd a good thing we're so civilized, or otherwise we'd be doomed to repeat history, am i right?

You're thinking of the GPL license. MIT is literally "do whatever the hell you want."

i don't think there is a natural revulsion to homosexuals, but it has been built into people due to very strict religious people and the observation that our nature is to procreate and reproduce. Although there have been cases of homosexuality in the animal kingdom so sometimes that desire for sex and companionship and love goes above the percieved ideas of what is wrong or disgusting in nature

There's also cases of rape and incest in the animal kingdom; should we tear down those moral borders too? There's plenty of animals, like lions and horses, that build harems; should we eradicate the very notions of marriage and monogamy to emulate them? Are you just a base animal, to root in the streets without sense or dignity, or can you hide you carnal appetites away from people who don't want to see them as a gentile consideration for their sensibilities? And no matter your sexual desires, always remember: there's people who have far more disgusting tastes, and you wouldn't want to see them indulge in or speak freely of them in public, would you? God have mercy on the society that lets diaperfurs run around freely, because they will not.

What is truth?
What is right?
Wherefore art thou Holy light?

The truth is right before your eyes, as it is for anyone; not everyone can stand the truth, though, so they spin fanciful illusions and call them common sense.

Whatever. Just shut up and kiss me!

...

This site is your friend.
tldrlegal.com/license/mit-license

Thanks friendo

kek
That's not an answer like I've said maybe 6 times now. There's no facts in saying "lol it makes you lazy". You don't even acknowledged my capacity argument. Either stop being a brainlet or use facts. Fuck off either way.

The engine has nothing to do with 80% of developers that use it being shit. Don't be retarded. Correlation does not equal to causation.

Always kill faggots in your daily lives.
Make them die in "accidents".

lol

What's it called user?

Some more complains I've had about Unity