Comment on Report: Unity continues mass layoffs with 'abrupt' communications and 5am emails

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hisao@ani.social ⁨1⁩ ⁨week⁩ 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.

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