Well said. This applies to any industry and not just game dev like you say. I have owned an instrumentation and control systems company in the oil/gas industry for 20 years and have experienced the same issues using third party software/tools. We have always reverted back to writing our own tools due to problems like features being removed and licensing costs etc. There is nothing worse than not being able to deliver a $250K project due to an issue with third party tools. I'm just getting back into fulltime game dev as a second business and will be rolling my own engine for this reason (and the fact I really enjoy programming in general).
The cool thing about bevy (open source game engine) is that it's modular. You can start out with their windowing system, input system, audio, renderer and then swap them out with your own implementation later (even the renderer!). Or, if you don't need some part of that (for example audio), you can just disable it from the get-go.
This is not only about Unity. But also about every other service software (MS Office, Photoshop, and so on): As soon as Unity gets away with it, other companies will follow this example! Everyone is watching this now! Not just gamers, developers, but every other company too!
I thought by different take it would be you saying what Unity did was good haha. Its so crazy, not a single person agrees with Unity and even if they say "this doesn't affect me I am too small" you can just point out to them the job market will be affected and they will agree that this is awful even for them.
This makes me happy that I just make my own engines. I mostly use a simple little 2D engine but recently made my own 3D engine. I just do it for fun and the idea that if I make a small game and throw it on Steam I might bankrupt myself is insane.
I mean, if you want something you can also fork Godot for your company, that way if you expand there's a chance someone has used this engine. And edit whatever you want.
IMO, do your own isn't hard, but it's wildly undocumented. I've written my own 3D Engine (if you could call it that) with cpp and opengl once, but nowadays, I still wouldn't really know where to start. Reading Godot etc. isn't feasible, because there is a lot of ballast. IMO, the market is missing slow, underperforming, but extremely barebones engine as a basis for understanding of how it's supposed to go together.
Devs: How do you estimate the runtime install count?
Thank you autism for pushing me to make a game from scratch. It's not like Zig or Vulkan going to start charging me.
Well said. This applies to any industry and not just game dev like you say. I have owned an instrumentation and control systems company in the oil/gas industry for 20 years and have experienced the same issues using third party software/tools. We have always reverted back to writing our own tools due to problems like features being removed and licensing costs etc. There is nothing worse than not being able to deliver a $250K project due to an issue with third party tools. I'm just getting back into fulltime game dev as a second business and will be rolling my own engine for this reason (and the fact I really enjoy programming in general).
I'm waiting for your game engine from scratch series, big fan
The cool thing about bevy (open source game engine) is that it's modular. You can start out with their windowing system, input system, audio, renderer and then swap them out with your own implementation later (even the renderer!). Or, if you don't need some part of that (for example audio), you can just disable it from the get-go.
This whole situation scream both Fraud and Extortion.
This is not only about Unity. But also about every other service software (MS Office, Photoshop, and so on): As soon as Unity gets away with it, other companies will follow this example! Everyone is watching this now! Not just gamers, developers, but every other company too!
I read the wheel article, really enjoyed it ! it was a really good read.
I thought by different take it would be you saying what Unity did was good haha. Its so crazy, not a single person agrees with Unity and even if they say "this doesn't affect me I am too small" you can just point out to them the job market will be affected and they will agree that this is awful even for them.
absolutly correct
You still making those videos regardign coding C for that little side scroller you were/are making?
This makes me happy that I just make my own engines. I mostly use a simple little 2D engine but recently made my own 3D engine. I just do it for fun and the idea that if I make a small game and throw it on Steam I might bankrupt myself is insane.
I mean, if you want something you can also fork Godot for your company, that way if you expand there's a chance someone has used this engine. And edit whatever you want.
Thanks man this is great
#unitygate
Being afraid of succes is just ri-goddamn-diculous.
IMO, do your own isn't hard, but it's wildly undocumented. I've written my own 3D Engine (if you could call it that) with cpp and opengl once, but nowadays, I still wouldn't really know where to start. Reading Godot etc. isn't feasible, because there is a lot of ballast. IMO, the market is missing slow, underperforming, but extremely barebones engine as a basis for understanding of how it's supposed to go together.
Bah, sounds like if Iwant to make 3d model I should create blender from scratch, like game design and programming are not neccesarely the same thing
Agreed 100%
what about SDKs, integrations, support and so on. the problem is compatibility with hardware, software, stores, etc. and who knows what else bs.