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chess_horse_L

I know. I was pointing out the app size since he said that it's 70mb, and that's absolutely not good compared to Unity (10-20mb).

To be fair I don't care about the app size either (Though once you reach a threshold, you'll have to care, since extra config is involved in the stores), I just wanted to point across how much work you have to do in Unreal to reach what Unity does by default, and app size is just an easy unit to explain.

Jesus christ. You say I'm absolutely incorrect, yet you're happy with a default package of 70MB?

Unfortunately, I know what I'm talking about. I've even modified the Unreal source to get a package size of 20mb, for a full game. I've digged through configurations to enable a simple forward renderer. I've faked all lights since a simple lit material would destroy performance.

That was on Unreal 4.20, I don't know how much has changed ever since, but probably not much since I don't see any low-end mobile improvements on the roadmap, they're all focused on high end.

Still, Unreal sucks for mobile, compared to Unity. It's unperformant to run on a mobile, and unpleasant to work with. It supports mobile? Yeah. Should it be used for mobile? Nope.

Also, you've just mentioned that you're using a hacky workflow to work with 2D. You're already sacrificing too much, for something that would work better in Unity.

Source: Worked on a company that had a mobile Unreal game. It ended up being ported to Unity.

It's not. Most of Unity games are mobile games, or indie games that don't require the GPU usage bloat Unreal has in order to achieve better graphics.

If Unreal was ever an option, developers would've been using it instead of Unity in the first place.

Yeah, and everyone will be back to Unity in a month. People need to make a living, y'know. They need to make games/assets NOW, not in 3 years once those engines are ready.

For example, I see my Twitter timeline full of people slowly realizing that Godot is not Unity 2, and complaining about the UX, GDScript, C# and performance problems.

So, they either have to live on that hill and contribute to Godot (And sometimes these problems are by design! Godot is made to be slow so it can have more usability, just check out the creator's Twitter),

or, y'know, they can (And will) just go back to Unity and keep making stuff, even if they at any moment they'll put a knife on your throat.

Re:Unity's Trap on Sunday September 17, 2023 @08:40AM (#37544442)
> the pokemon gen 4 remakes are on it.

Yep, and it kinda shows the difference between using an established engine vs making your own. The gen 4 remakes (Using Unity) run smoothly and look great as well. Freedom for artists, and they can easily hire new people as well since Unity is an industry standard.

Meanwhile, the recent mainline Pokémon games roll on their own engine. And guess what? Those games look and perform like shit. It's as if someone screwed up something while making the renderer and since they had no way to profile what's wrong, they'd end up making some crappy optimizations to compensate for it. Popping objects everywhere, low quality textures/shadows/LODs, low framerate on non-so-distant animations, etc. Chances are they use the same 10 shaders at best, since they can't easily make their own (No shadergraph for artists, and probably hard to justify new shaders since they must be native and they would decrease performance since for a high amount of shaders you'd have to code a strong shader warmup/compilation system first)

And no, this isn't because it's an open world game. All problems seems to be due to the engine. And somehow all of this usually happens on modern AAA console games as well, when they have to make a PC port.

Re:Potential Weaponizing of Honeypot Logs on Saturday September 02, 2023 @05:08AM (#37359752)
I don't know. For banks and tech SaaS? Maybe.

But for the average website, passwordless is confusing for the end user.

I've researched WebAuthn for a web game to see if I could make the login natively and seamless. And it sucked. In Windows, it would prompt a confusing window asking for either an USB key, Windows Hello (So, a PIN or face, and most of people don't have this feature enabled), or to use a QR code. The average user won't know what they should do, so they won't be able to register.

Also, it's really hard to use your account on other devices. Like, if you log in first with a Google phone, then yeah, you'll be able to use your key by scanning a QR when prompted on your computer. But if you log in with a computer first, you won't be able to use your key anywhere else because exporting keys isn't implemented anywhere yet.

I've ended up just implementing Google and Apple OAuth, since WebAuthn requires accounts anyways to store your keys (Microsoft on Windows, Google on Android, Apple on Mac/ios), so why not just log in with them directly?

Re:Godot 4.1 Is Released on Thursday July 06, 2023 @08:34AM (#36614832)
I'm kind of disappointed with Godot. I thought the so hyped 4.0 release would fix the issues, but it actually did not do much, if anything made some things worse.

Don't get me wrong, I always recommend it to beginners. But for professional gamedev, it's a no-go.

The performance is terrible. The renderer seems to be terribly slow for some reason? A full Unity URP scene will run faster than a empty Godot scene with simple cube. Yet the developers seem to be always focusing on the CPU performance issues - created by the scripting language they made. The bottleneck in any game in the world is always on the GPU (An average game will use 0.3% of CPU, 10% GPU on my computer)

Programming with GDScript inside the editor feels like programming in a notepad. We Unity devs have to use an IDE. Having copillot, intellisense, and IDE features in general gives us HUGE productivity boosts. Meanwhile, Godot's autocompletion ain't great. Yes, you can use an IDE in Godot. Yes, you can use C#. But they're a second class thing.

It's a pain to make 3D games. The importer just sucks. Added more animations to your character from Blender? Good luck reimporting, now you probably gotta redo a lot of stuff. Unity and Unreal just works in thus regard. There's no post or pre processing stack. You cannot access world normals, motion vectors, depth buffer and such. You can only access the color, by creating a viewport.

Multiplatform support sucks. Mobile official plugins are dead [0], the package size is way heavier than Unity, you've got performance problems and nothing can assure your game will even be approved in Google Play. Android dev heavily requires plugins (Admob, Play Games), so unless put your game at a fixed price, you're not accomplishing anything. There's also no console support.

But wait, the Godot leaders made a company called W4 to fix these issues! They'll bring in console support, official mobile plugins, hosted multiplayer and such. But it's an investor funded company, and they stated that they will sell the stuff. Sooo, the "it's free and open source!!!!" advantage over Unity that everyone loves doesn't seem that great now.

I could talk all day long about Godot issues. But let's just sum it in "It's just Gimp, if compared to Photoshop". It's NOT a "It's just Blender, if compared to Maya".

I've lost all hope on the project, it's stil years away from reaching feature parity with, at least, Unity 5. But I hope Bevy does better!

[0] https://github.com/godotengine/godot-google-play-billing

Re:Reddit Is OpenAI’s Moat? on Wednesday June 14, 2023 @11:06AM (#36327106)
To be fair, I found the best alternatives are just friends, and Twitter.

In Twitter you can follow people whose content you find useful. If you're a Blender user, for example, you can follow 5 Blender tech artists and your feed will be now full of cool tips and art.

With friends, with more or less the same skillset and hobbies as you have, you can ask them whatever you wanna ask. Heck, you'll learn a lot from them without even asking!

I'd just avoid using Reddit or forums to decide if I'm gonna use or buy something.

For example, if you ask what's the best OS on the internet, people will say Linux. Best DAW? Reaper. Best game engine? Godot. Best headphones? whatever is new and costs 100$ in Amazon.

Meanwhile, friends who make money and are in the industry and have businesses just prefer Windows, FL Studio and Unity. They aren't on the Reddit saying that the software or hardware they use - they just use them and make money. :)