- Joined
- Aug 5, 2022
My issues with Unity are more about how the business is run, leading to:if you have reasons to hate unity you probably gonna hate godot too. and not to look like a hater, there's a lot of shit in unreal too, no engine is perfect.
(a) the endless tower of cruft and bullshit in the engine thanks to chasing new features for marketing reasons and immediately no longer caring about the old stuff or folding it elegantly into the new, so the jank stays forever and there's six different unrelated systems for doing anything.
(b) the historical focus on selling it as a super ez beginner engine means both the documentation and community are retarded. They actively encouraged the "unity way" of doing things early on that was so ass-bafflingly crap for performance that some of those ez baby features aren't even in the engine anymore (which is super rare, see above). The long-term effect of this culture and dumb shit like having two versions of the docs so babies don't have to look at scary nerd words--neither of which is informationally complete, so you need to cross-reference both as well as possibly archived versions and random marketing pages for a crucial nugget of compatibility info, every goddamn time--means that if you dip out of Unity for a couple years and come back, you'll have no fucking clue which of those six competing systems for doing what you want are the current/supported/actually fully implemented/appropriate to your use case. It's like forensic archaeology.
(c) spitting in the face of the 'indie' userbase their success was built on back in 2015(?) when they announced they were "Democratising Unity"... by launching a closed Microsoft Pajeet-style accreditaton-based developer ecosystem. Yeah, you probably would benefit from an official course to navigate their official bullshit, but the long-term effects of that idea are obviously going to be awful and it actively incentivises them to make things shittier.
That was when I learned they were fucking evil and had to ditch it, tried to warn people and dipped. I've just been doing other things than active game development in most of the decade since. Ironically it was everyone else learning how garbage Unity Corp is that reminded me I'm a genius and that I should get back into games.
Godot has gay drama I don't care about and Unreal is obviously a massive corp too, but neither of them appear to be building their systems on the idea of being shitty on purpose.
I'd agree but most of the 'standard' stuff you listed absolutely were/are still in use, or their users basically did a natural transition over to other prestige premium pro software that's in parallel to our peasant open/indie stuff. But it is just more about making stuff, through the path of least resistance if necessary, so you can keep making more stuff. Those traditional pipeline guys are geared by schools more towards big studio work and maybe aren't equipped to do a lot on their own, but even then your portfolio is king in games so it's probably mostly about their attitudes, yeah.I don't make the best stuff, but at least it's something. And while there's a lot of shit-talking of Godot in this thread (some of it for good reason) it reminds me of the same attitude people had back then.
But the other half is turbo nerds who want to write the engine themselves. That's a good instinct, we need those guys and I lean that way myself sometimes (mostly for graphics), but I doubt most of them who say that stuff have actually gone through the whole process all the way to launch themselves, or they wouldn't be so prescriptive with it. The hyper-autists I've met who can commit to that are also the highly-valued guys who spend most of their time on other people's engines.
Like, you should learn how everything works, because it makes you better at evaluating your tools, and removes the conceptual limits on doing something completely novel. But you should also pick the best tool for the job, even if it isn't an exactly perfect fit--the process of development is really the real project in game dev, not the game itself, but it's always specific to the specific game you're making and who's making it. Even if that's really open-ended (as a lot of classic genre-defining games were), which is something using an existing engine facilitates well.
If you're alone or working with other turbo-nerds, especially in a room together, and engine work really excites you, go where the heat is obviously. If that doesn't turn you on and you don't need some super bespoke rendering system or deterministic physics or mega specific performance benchmarks, then why? Make a toy project so you can say you've done it if that's all it is.
Anyway, I think I'm just gonna focus on Unreal. I do a bit of production/VFX stuff sometimes and it's been bugging me not having it on my resume. Godot was just gonna be a side thing for fun anyway. but as the thing I'm making looks cooler it's making me want to make it bigger than it was intended to be so I'm probably better off ditching it before I get too deep.