Here’s a summary of my take on this situation: 🤬

  • hisao@ani.social
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    5 hours ago

    Unreal is easy to pick up for 3D.

    Unreal Engine 1.5 - yeah, maybe. Definitely not UE5. It’s one of the most complicated, convoluted and heavyweight systems in existence. Just engine itself is 100gb+ download, opening it the first time takes 30m to compile shaders. Just reading briefly through gtlf import dialog took me like 10minutes.

    • NuXCOM_90Percent@lemmy.zip
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      41 minutes ago

      UE is a beast to run (and has incredibly shitty linux support if you want to use the marketplace or any plugins…). But basically everything you listed is a one time cost or just an indicator that you probably shouldn’t be developing medium fidelity 3d games on a potato.

      Honestly? For “hobbyist” 3d games, Unity is still the king. Godot is awesome but a lot of the core loops and flows are very much geared with 2D first and the performance of 3D games is a hotly contested issue. I would still say that Godot’s 3D “performance” is better than Unreal’s 2D but… that is an incredibly low bar.

      And in terms of workflows? UE is more than a bit convoluted but with stuff like blueprints it is probably the most consistent tool out there (so long as you never try to do a 2D game). Unity is a distant second. And Godot is great but it also reeks of an open source project that is being designed and redesigned in real time (just look at how file IDs are handled…). Not the end of the world if you understand the core concepts but also not something people are generally going to learn without a lot of trips to the forums (or watching youtubes of people who did said trips for them).

      • hisao@ani.social
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        4 minutes ago

        one time cost

        Maybe stuff like shaders compiling isn’t a big deal in the long run, but one-time cost in terms of learning may be too much. If you’re going to use 5% of its features, having to go through the rest 95% when learning how to do things is a big distraction and productivity killer. Also, there is a surge of AAA games made in UE5 that have critical performance issues that developers struggle to fix for extended periods of time after release, killing performance even on the most top-notch hardware that most gamers could never afford.

        an indicator that you probably shouldn’t be developing medium fidelity 3d games on a potato

        Why though? Just use other engine and you’re good.

        For “hobbyist” 3d games, Unity is still the king.

        I’m doing a hobbyist 3d game and I’m using UPBGE. It’s terrible in a lot of ways, depsgraph kills performance, but it’s very convenient to just hit P and play during 3d modelling of the scene. This is what I would call an engine for “hobbyist”. Unity is a decent engine for professionals, for indies, for AAA, for AA, for a lot of things. At least, technically it’s there. Its management is a big issue though.