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Too much math for me. The journey through game dev courses in college pass through a ton of extra algebra and geometry classes even for an engineer. Probably having a decent understanding of physics too.
Hmm yeah that makes sense, high barrier to entry as far as the math tools/formulas you need to use to make things run efficiently.
I remember watching old John Carmack interviews with him talking about all of the math and physics tricks he used to get the FPS effects in Wolfenstein/Doom a long with his other games.
It seems back then this kind of innovation was required to even get shit to run where nowadays you can probably rip most of your game from the Unity toolkit and marketplace
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71 sats \ 4 replies \ @ek 9 Jan
nowadays you can probably rip most of your game from the Unity toolkit and marketplace
fyi, there was some controversy around Unity license changes a few months ago
If you were developing a Unity Engine game on Monday, you did so with the general understanding that you wouldn't be charged additional royalties or fees beyond your subscription to the Unity Editor software itself. If you were developing that same game on Tuesday, you were suddenly subject to shocking new terms that would impose charges of up to $0.20 per install (starting next year) after certain per-game revenue and install thresholds were reached.
This change led to a firestorm of understandable anger and recrimination across the game development community. But it has also led some to wonder how such a massive change is even legally possible. Can Unity just unilaterally alter the fee structure its developers were relying on, even for development projects that were started (or even completed) under completely different legal terms?
not sure if you were already aware
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Woah what a rug...
Trusted third party development tools are a security hole
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31 sats \ 0 replies \ @ek 12 Jan
Yeah, a friend of mine dodged a bullet. He decided 1-2 years ago to use Unreal for his new game because Unity wasn't as easy to use as Unreal when it came to networking code.
Snippet from our conversation:
me:
are you using UDP? I think that's common when it comes to p2p games
him:
dude, I have no idea lmao
me:
okay, crazy, I didn't know it's that easy to work with lol
him:
seriously, it's literally just calling a function that creates a host session with a parameter done everything else is handled by the engine there are trade-offs but it works for us
me:
crazy
him:
i think that's a key point if you use unreal for indie games. unity was a lot less helpful when it came to networking
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Godot is a viable alternative for indie devs
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Crazy, what a rug pull indeed!
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