#I really don't care how Unity is doing

1 messages · Page 1 of 1 (latest)

sinful prawn
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you don't feel like the demand for creative industrial projects is drying up?

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i have.

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"Just leave it well enough alone"
apple breaks shit too often for that to work, and you know, hololens is dead. it's AVP or bust

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it's too bad, i mean this is something i am lamenting

burnt citrus
sinful prawn
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lol

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well you know what i mean. i am not up to date on meta's VR funding but i don't think it is as generous as it used to be.

burnt citrus
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And to be honest I'm not even sure what "AVP" even is in this context. Pretty sure you're not talking about the 2004 box office hit Alien Vs Predator

sinful prawn
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apple vision pro

burnt citrus
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Ah, another pointless techwank that'll be forgotten in a year or two

sinful prawn
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i forget if you work on VR stuff

astral falcon
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even the apple fan bois think vision pro missed the mark

burnt citrus
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The best way to work on VR stuff is to just treat it like the hardware it is, rather than a platform. Make your thing compatible with SteamVR or OpenXR and just let the hardware providers deal with futzing their special snowflake visor into using it

astral falcon
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but the issue people were having is spamming the main chat, with something that is not really productive like not really the place to complain about how the company is doing when its just a thead of people asking about usage help

burnt citrus
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"Hey this doesn't run on my Oculus Quest because it has like half a gig of ram" -> That sounds like a you problem maybe get better hardware

sinful prawn
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if people don't make money using unity it's really, really bad.

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if fortnite became less popular, that would also be really bad

astral falcon
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sounds like you just got a bone to pick

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like i bought a house and a boat with money i made working in games

burnt citrus
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No VR support, standard render pipeline, pretty sure it's even using UNet for online play since it predates Netcode for GameObjects

astral falcon
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unity was one of the tools i used for half of that career

sinful prawn
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i mean, i do. i feel like i put a lot of contributions into the ecosystem, and meanwhile unity's FTEs dropped the ball

burnt citrus
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The engine doesn't make money. The projects do

sinful prawn
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i'm not the only one

astral falcon
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when its no longer suited to what i do, i will find a new way

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just like i did in the past before unity

sinful prawn
burnt citrus
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Remember when the entire tech world was hyping up Ruby On Rails as "The next big thing" and every project ever used it and then spent like billions of dollars hiring talent to gear up into this massive shakeup of the internet infrastructure and then like six months later angular JS came out and they did that all again for that?

sinful prawn
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more like, if arri alexa were used by a successful tiktokker

sinful prawn
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the web frameworks are more akin to asset store assets than to engines.

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google is very concerned with how people make money on the web.

burnt citrus
sinful prawn
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i mean, unity is also concerned. it just didnt' execute.

sinful prawn
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they are using unity to save money

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they develop the game in a low cost country

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and most of the money is earned from a mechanic that doesn't leave a lot of room for gameplay innovation, which is all indie developers have

burnt citrus
sinful prawn
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but all it's showing is like, why bother with doctorpangloss?

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why make an original game?

burnt citrus
# sinful prawn they are using unity to save money

Actually, they're using it for the rapid iteration cycle, being able to churn out content at a frankly absurd pace, leveraging tools like asset bundles and scriptable objects to reconfigure the game's systems into a veritable content machine that can churn out entire continents of gameplay three times a year

sinful prawn
burnt citrus
astral falcon
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your moving some goal posts, and not really sure where the orignal point was

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but will reiterate if its failing part of its audience the best way to combat that is with competition

sinful prawn
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i guess i am saying that in terms of taking leadership on business models, iron source provided a viable way for an indie game - vampire survivors for example, they are an ironsource customer - that works for a lot of different kinds of games on any platform or audience

burnt citrus
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Honestly, it's part of why I see "if people don't make money using unity it's really, really bad" as a bad argument. It's pretty obvious that the best way to make money in games is to be exploitative

sinful prawn
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but they didn't do much with it

burnt citrus
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So, if money's your goal, make an anime waifu gacha game. No need for VR or HDRP or any of that jazz

sinful prawn
wide river
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Or they are just using what works for them?

astral falcon
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alot of game devs are fairily pragmatic when it comes to tools and often go with if its not broke dont fix it

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expecially indies

burnt citrus
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If you want to use Unity as a form of creative expression, nothing's stopping you. Let's look at the corollary - an absolute labor of love from a small studio that wasn't expecting huge success:

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Definitely less than Genshin, but more than enough for a team to coast on for the rest of their lives

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So, Unity can make the artistic labors of love, and it can make the industry-shaking monetized slop.

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It has the whole spectrum, and it will continue to do that whether it gets Apple Vision Pro support or not

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So, who really cares if it hasn't had new features in a while? I'd much prefer they just stuck to one thing and stopped obsoleting perfectly functional stuff every other year chasing some new tech fad that'll die as fast as Ruby on Rails did ten years ago

sinful prawn
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they repeatedly dropped the ball on that one

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their most important product development opportunity was fucked up

burnt citrus
sinful prawn
astral falcon
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why keep bring up IronSource, even mobile games on unity targeting high user counts for ad rev find IS kinda terrible to partner with and use applovin for mediation

burnt citrus
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Godot is getting better at that front, and when it becomes better at it than unity, then there will be a problem for Unity

sinful prawn
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this plays out in hollywood, there are probably 10,000 to 100,000 people in los angeles right now, whose parents are transferring inheritances directly to disney, bytedance and youtube as discounted labor on film productions...

astral falcon
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part of the old runtime fee was to force people away from IS competetiors in a pretty shitty way

burnt citrus
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Honestly, what Unity needs to do if they want to maintain user growth is to spend less money on render pipeline rewrites and more money creating a production studio to fund a Brackeys-level content creator to make entertaining to watch tutorial content to convince people how easy Unity is to operate

sinful prawn
burnt citrus
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The thing Unity has going for it is how easy it is to just like make game

sinful prawn
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why is something obvious to us though not implemented? i guess this is why i say quiet quitting

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nobody wants to say it

wide river
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Because it isn't true

sinful prawn
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and maybe because i'm more embedded in the San Francisco development culture it is more accessible to me to see first hand

astral falcon
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for me its a tool that gives me lots of platform support at low effort, and just gets out of my way when it comes to how i approach making the game

burnt citrus
sinful prawn
astral falcon
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not doing my own platform support is massive, worked with a in house engine before and that was the worst part

sinful prawn
burnt citrus
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Once a company goes public, it inevitably dies. It's just a method for the leeches of society to suck out as much money as they can before the company withers on the vine and customers move to something else

sinful prawn
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i agree with you in general

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you are right, but it's product development from a decade ago

astral falcon
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PC, all the main consoles (sony, ms and nintendo) mobile (ios android)

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thats all most people care about

sinful prawn
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yeah

burnt citrus
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Unity could literally cease updates entirely forever and it'd probably be just as good at making games as it is now

sinful prawn
sinful prawn
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which is... bad

burnt citrus
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Why though?

wide river
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Means the product just works

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Which is good

burnt citrus
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Why do you need "new" instead of just "works"

astral falcon
sinful prawn
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adobe said the same thing about flash. even mobile safari has to occasionally be updated in response to improvements in chrome

lime hemlock
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Because investors would lose interest. That's what we're talking about here, right? Needing new exciting features, AI, VR, to trick investors into funding your projects.

sinful prawn
sinful prawn
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you do need to care about the people who hand over the money. i don't not want to be a roblox studio developer. i know someone personally who tried that business as a theory, and it was not viable

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i don't want to be a steam workshop developer

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you end up trading a bad network, like the app store, for a much worse network, the roblox grid and steam workshop lol

sinful prawn
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it's a pretty big deal lol

burnt citrus
sinful prawn
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i mean nearly every question posted in this discord, the vast majority, can be solved by a chatbot, and would probably be more useful for that end user

burnt citrus
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Everything else is sold on a solid gameplay loop or major brand recognition

sinful prawn
lime hemlock
wide river
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Gotta slap "AI" in everything these days, even if it makes no sense LUL

burnt citrus
sinful prawn
astral falcon
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you are not even talking about engines at this point

burnt citrus
astral falcon
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since to achieve teh graphics even if thge engine is capable you need the art resources and art direction

lime hemlock
wide river
sinful prawn
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hmm that's not really what i'm saying

burnt citrus
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Using "industry trends" to determine success is how you end up with Concord

sinful prawn
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and anyway hollow knight, undertale, cruelty squad, they still have a lot of artistic decisions, and a lot of artistic labor

burnt citrus
wide river
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Oh yeah ofc cruelty squad is led by a distinct art direction, and isn't random stuff. It's a fun style that is hard to describe the game with lmao

sinful prawn
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hmm well powerful middlewares helped them save a lot of money

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that they also valued their time at zero helped

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it's tough

sinful prawn
burnt citrus
sinful prawn
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that if you have no graphics, well, you will get like $50k up front

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even if it's a phenomenal game

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i'm not talking about whether or not it's a good investment, i'm saying that as an objective matter, the graphics gets your stuff financed

lime hemlock
sinful prawn
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you might as well make a board game, and many people do

astral falcon
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your arguments are all over the dam place

burnt citrus
sinful prawn
sinful prawn
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i guess the best example is that completely vaporware unreal engine asset flip thing that got money from y combinator

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because the graphics looked like something

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like it would be nice to have nice graphics out of the box to finance the game lol

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it's 2024, and listen, i make a pixel art game, and i ran into these same issues. you can't finance a pixel art game, period, end of story

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in 2024 you should have a hope and a prayer of making a demo in unity as attractive as one in unreal

burnt citrus
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Point is: Engines don't make games. People do. The engine is not an indicator of success. There are just as many flops to breakout hits made in Unity as Unreal as Godot as GameMaker.

sinful prawn
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epic spent a lot of time in that. unreal developers keep getting stuff financed, even if they don't end up delivering because unreal sucks 🙂

burnt citrus
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You can plop out a wet fart of a game in Unreal, or you could take the internet by storm with a game made in Unity

wide river
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tbh I sort of prefer less financing for unity games (as in like investment pressure) since that tends to allow for more unique games to actually exist, rather than the UE cutscene simulators, or 90% of UE5 games looking the exact same because they like art over gameplay (and kind of relies on upscalers to even be playable).

sinful prawn
wide river
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¯_(ツ)_/¯

astral falcon
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people are worried about it, but the solution is competition

burnt citrus
astral falcon
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and people being willing just use the tools that suit their work

sinful prawn
burnt citrus
# sinful prawn people should be fucking freaking out about the game industry contraction

People keep talking about how dire the situation is in the games industry, meanwhile I've got so many phenomenal indie titles getting either crowdfunded or self-funding through early access that I literally cannot get to them fast enough.

Maybe the industry should be spending less time making shiny toyboxes and more time making games people actually want to play and they wouldn't be worried about running out of money 🤔

sinful prawn
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whereas, and this is the most realest talk there is, most indie game developers are very mercenary. they don't go and support other talent. they make their thing, and they focus on their thing, and it's not like they go and have a junior guy who goes and does his own thing and then that is huge.

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every single person who worked at blizzard in 2005 has or will get their own game financed in 2025

burnt citrus
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If companies can't afford to make games with billion dollar budgets that require a million people to play it for twenty years to turn a profit, well, maybe they should stop doing that

wide river
sinful prawn
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it's the same trend in hollywood. stanley kubrick was david lean's AD on lawrency of arabia. this doesn't happen with indie games. jonathan blow doesn't have anyone in the jonathan blow studio who goes on to do something else. he's a mercenary and he's very proud of it. do you see what i mean?

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they're not all uniformly good guys.

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kind of a digression,b ut it's just to say that it's not about protagonists and antagonists. i am talking about financing.

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graphics = financing

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engine developments = graphics improvements = financing

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then these problems go away

burnt citrus
sinful prawn
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i mean mr mojang guy, marrkrksuusss perrrssson, he worked at king

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he didn't work at some indie game studio

lime hemlock
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Can we agree that there are obviously different motivations here if the goal is to get funding from investors vs creating value for customers? Regardless of personal beliefs, shiny new features attracts more investors. I think most of us would prefer to be able to fund our own projects, or use crowdfunding, but that's not always possible.

astral falcon
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i can tell you VC introduced to a small company is a hell hole persnally

burnt citrus
# sinful prawn graphics = financing

There are so many other ways to earn money to do a project than involving the Finance Gibbons who are going to pretend they really care about how good a video game is while demanding you add in a battle pass because that's how Fortnite makes a spillion dollars

burnt citrus
astral falcon
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its like you wanted gas to take a drive, and they give you fucking rocket fuel and demand you go to space now

wide river
lime hemlock
burnt citrus
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VC has a tendency to create "Solutions in search of a problem"

lime hemlock
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I would certainly look towards government grants related to art and technology first. The motivations are purer there, to help establish some tech sector or cultural significance in your country or region.

astral falcon
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most places hace some funding for that, or at the very least soft hefty tax breaks for it

sinful prawn
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it's very illuminating in terms of how the unity leadership 3 years ago viewed things versus today. there was a lot of emphasis on monetization in 2021, and now i don't think there is emphasis on anything

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there is a desire for a status quo

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that doesn't exist anymore

sinful prawn
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they are the same thing

burnt citrus
sinful prawn
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the very first thing they should have done is prepared a better story about iron source, since the company is iron source.

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instead of calling developers fucking stupid

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now i think things are pretty directionless. since the AVP bombed, the status quo story doesn't really make sense. the platform shaven't changed for a long time

burnt citrus
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Pretty sure they were getting regularly clowned on for trying to push for predatory monetization so hard which led to the "Fucking idiots" line in the first place

sinful prawn
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yeah i would have done things very differently. i'm not in charge, and there were no substantive channels for that feedback from the community

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they listened to non-substantive channels like Kotaku

burnt citrus
sinful prawn
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they got mostly worthless feedback

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that is pretty worthless feedback

burnt citrus
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People don't want games full of microtransactions and ads. People are tired of whale-driven game design. The issue is, that those games don't need a majority. They need to capture the wallets of a few exploitable people and the hell with everyone else

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And I think the community made that abundantly clear

sinful prawn
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mercenary indie game developers made a loud but actionless opinion

burnt citrus
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And also, you know, the players. The ones who are actually buying the products

sinful prawn
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hmm i don't know. most of the players of most games are kids and they are the ones buying skins. robux $5/mo subs are very popular

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however all that is showing is that making an alternative to "Powerful Network" for monetization is hard

burnt citrus
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I think most players would be pretty happy if engines like Unity made in-app-purchases and other predatory gimmicks as hard as physically possible to implement

sinful prawn
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that's kind of what iron source does, by synthesizing a network out of disparate games, but they didn't really tell that story

sinful prawn
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iron source has a good story to tell there, but it's too complicated

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i mean, maybe it is, maybe it's not

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if you can comprehend that steam is a network and tiktok is a network and the nintendo eshop is a network, you can understand that iron source's little ads sdk can also be a network, if you're savvy

astral falcon
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iron source is just a medation network and not even the best of the bunch

sinful prawn
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the idea is to cross promo effectively across owners, i.e., to synthesize a network

astral falcon
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you are literally just saying what 90% of mobile games already do

sinful prawn
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yeah i don't think it's a particularly innovative idea

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it was just a matter of storytelling

astral falcon
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some did with IS before unity joined with it, some with applovin some doing there own medation

burnt citrus
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I really don't think "They do this thing people hate better than other people who do it worse" is much of a leg to stand on

sinful prawn
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i don't know when i see the ironsource playable ads at least i think, huh, they are thinking about ads quality

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which is good

burnt citrus
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Absolutely nothing of value was gained from Ironsource. Games would be better if no one could monetize in the way they provide

sinful prawn
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they just couldnt' tell that story

astral falcon
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every network provides playables

burnt citrus
sinful prawn
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it made sense though why unity would care about playable ads, or at least ads quality. there are some synergies there at an engineering level that are not as easy to do if you e.g. ran ads inside a unreal game

astral falcon
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still nothing new, there is a reason they are fighting applovin so much and tried to use the runtime fee to compete with it

sinful prawn
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i think we already know a lot about how this stuff works though lol

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mercenary indie game developers have theirs. it's not a good audience to rate business models on

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applovin - they are called data.ai or whatever now lol

burnt citrus
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You say "Mercenary indie game developers", I say "People who want to make games, not capital"

sinful prawn
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like yeah, there is a lot of space for a lot of success

sinful prawn
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i don't expect them to

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it's not a role they should occupy

burnt citrus
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Mobile gaming is a hellscape of dark patterns, out and out exploitation of gambling addicts and minors who don't know better, and we should be trying to eliminate that market entirely not make it easier to cater to

sinful prawn
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it doesn't help that nintendo wants to deal with publishers, so there aren't actually any independently published games on the eshop, and so when you talk about the people who have made it, who get 1/3rd or more of their sales from switch, well, they are like any other studio

astral falcon
sinful prawn
sinful prawn
# astral falcon that is literally straight up false information

if you want to get a switch SDK license, you know, i don't know. you are either rich enough to be able to afford to pay for a producer, in which case, maybe you are self financed, but the majority of people are working with publishers like devolver digital or similar

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there's a reason there aren't many simultaneous iphone and switch releases

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even though you develop on unity, it should just be a checkbox right?

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nintendo doesn't wanna deal with you

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apple arcade, where apple is your publisher, they want you to have a finished game already, either in the past that has "proven" that you are "successful," or one that you will put in the platform. that's publishing. nintendo looks at 10 games that are finished for every 1 that is unfinished and is that developer's only game.

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it's not unique

astral falcon
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a devkit does not cost that much once you get approval for switch dev

sinful prawn
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well

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if you wanna get in their store

astral falcon
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for most the part its just changing some input handling and file IO stuff code wise

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alot of games that are iOS are kind of a bad fit for switch

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monitization is totally different

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its not a approval, or dev cost/time thing

sinful prawn
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there aren't many simultaneous switch and anything releases

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maybe iphone is the wrong comparison

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sufficie it to say it's not for lack of market demand. everyone thinks nintendo is kind of annoying to deal with.

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i guess my point is that it's old. this is all old news

astral falcon
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its like dealing with a company as far as devkit and support its better then xbox

sinful prawn
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unity has delivered on, it's a checkbox

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xbox has died 😦

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this is what is really scary about unity chasing hte status quo

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meaning how it was operating in 2013

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they didn't do anything to make Apple Vision Pro a hit

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it was kind of a lazy port. so the number of platforms they need to support has been contracting

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i mean they Need to Support Xbox

astral falcon
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look you don't even know what your point is anymore, and move the post no matter what people say even when they agree but think the soultion is different

sinful prawn
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my most important point is that, at least among people who are engineers, like you and me, the very first thing is to

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instead of worrying about

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iron source

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DOTS is a failure

wide river
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How is it a failure

astral falcon
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not sure what point that was supposed to have, but ok as a engineer i do not worry about IS, and well DOTS i evaluated a long time ago and it did not provided a better soultion to the problems i need to solve then the other approaches offered so i did not use it

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that is the same thing a lot of devs did with it

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not everything needs to be a win for every case, nor is that even possible

burnt citrus
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As you know, any growth amount less than "infinite" is a failure

sinful prawn
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lol i mean that

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it wasn't a good idea

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like from an intellectual, broad strokes point of view

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it was poorly executed

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and it is an evolving and escalating boondoggle

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it is playing a role as a niche sales tool for poorly-informed teams who want C++ inside of C#

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instead of playing a role as an actually good idea, an actually good way to engineer simulators

wide river
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Don't see how it is niche at all.

sinful prawn
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they took the wrong bet on how authoring simulators works

wide river
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What about it is "poorly executed"

sinful prawn
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Cities Skylines 2 is a big fiasco. i think if more people played the two point studios game that uses it, the issues would also be better reported there

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in terms of how it is actually designed

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it takes all the worst parts of programming via attributes, which nobody likes

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and combines it with all the worst parts of SIMD APIs, which is new names for old things, like NativeArray

wide river
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Skylines 2 also had shit model optimization in general, so the game as a whole was a fiasco

sinful prawn
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yeah well, they say it was ECS, which is true, it was. they already made a pretty performant simulator in C#; or, they could have just written the simulation in C++ and written it as a plugin, or Rust, or whatever they wanted - the real story is that Unity's plugin interface is a hassle, and Unity could probably make the plugin interface 100x better with two months of product development on just e.g. making a decent CMake, vcpkg, crate, etc. packaging for their plugin interface instead of 7 years of product development in DOTS

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there are random single people on github who have done more to make authoring unity plugins easier than unity has

wide river
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Such as?

sinful prawn
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then it's like, who cares about porting Obi Physics to burst. same story: the platforms haven't changed since 2013

sinful prawn
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the fact that their own developers have to reinvent the plugin toolchain every time should have been a wakeup call

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this is just small stuff.

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small stuff with big impacts

wide river
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I'm asking for actual examples. Links

sinful prawn
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i used com.unity.webrtc's

wide river
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cmake my unbeloved skull_c but nice stuff

sinful prawn
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yeah

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well you see wha ti'm saying

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it could be Rust

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it could be whatever

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i also did a .net 8 AoT XR Plugin using C# as a native plugin

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and it worked fine

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i was surprised i could Just get it to work

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and it was mind boggling that unity doesn't do this stuff

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they are too focused on inventing a bad, ad hoc, poorly specified programming language on top of C# out of codeweaved attributes

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so called HPC# was a bad idea, and continues to be a bad idea, with low adoption.

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it's just disappointing that it's been a few years

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and literally nothing has changed

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that's like $800m in product development gone to websites that don't make sense to make for $800m

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it doesn't make sense to make UGS in San Francisco, CA for $800m.

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there are just so many more web developers than game engine developers, i think they got caught up in the momentum of product development from 2020-2022 that doesn't really matter anymore

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unity has 10x'd the amount of website they have. guys, you make a game engine, not a website

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like look at the UGS channel

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they didn't need to invent a key value store

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do you see what i mean?

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or all of kubernetes

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and i've been to an openmatch meeting from 2021, and it was a wake up call

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it was 9 product managers and 1 developer in bulgaria who was doing everything

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so it really is a big hangover

lime hemlock
sinful prawn
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you already use plenty of code written in other languages in your game. it's just already compiled/packaged for you

lime hemlock
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So I can share code between my C# code and C++ code?

sinful prawn
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yeah

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or perhaps you would want to use rust

lime hemlock
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I can use structs I defined in C# in Rust?

sinful prawn
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or even a dedicated simd language, or python which people have been agitating about forever

sinful prawn
lime hemlock
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Even with good FFI, I would still need to redefine each type in each language. Unless you're talking about code generation.

sinful prawn
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people already did this. like obi physics

wide river
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Native error insta-crashes suck to debug

sinful prawn
# wide river Native error insta-crashes suck to debug

yeah but it's certainly tractable. like i had to deal with those too, and honestly, attaching a debugger to unity and dealing with com.unity.webrtc crashes for stuff i added was not that bad. it isn't necessarily a big part of the journey, because the problem with burst is that forces you to write everything from scratch. it's not like there are libraries out there for stuff written in "HPC#". whereas if the plugin interface had a tiny bit of product development in it, you could leverage such a big ecosystem of exciting new things

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an excellent example of this is their foolish cycles wasted on Sentis/Barracuda. why are they making their own second ONNX runtime implementation?

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let someone else do it. it would be easy if plugins weren't a huge pain to author, and they're a huge pain to author for mild reasons like packaging.

sinful prawn
lime hemlock
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The native plugin builder is cool, but it isn't going to magically make any dependency you use cross-platform supported. There are still many things you have to consider to ensure cross-platform support, which is automatic with Burst.

sinful prawn
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they could provide ios building services for free, for example, which is the only thing that is truly painful.

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that would go back to their core competency of being multi-platform middleware for people's shitty apis

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and something only they could do. instead, it's GitHub which is fulfilling the role of, fixing the pain of building for apple. isn't that nuts?

lime hemlock
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I love that Unity is planning on moving core engine features from C++ to HPC#. I think it's the right move.

sinful prawn
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but it isn't happening.

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i remember when they were talking about that 3 years ago, and then like, 1 year ago i encountered, "in order to support async better, we wrote all this bespoke C++ code"

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and made things more coupled and worse

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anything as an alternative to C++ would be better, but HPC# is one of the worst options

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it's especially ridiculous coming from them, when features like navmesh are just some open source project they literally never talk about

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which they could use because itw as written in C++

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and now what? i mean, their core strategy was integrating things they lift from other places. vendor graphics apis, libraries, etc. that's not bad

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but why commit to a way of authoring your code that isn't vibing with how your org actually does things? Bad idea.

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hence, no new features!

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there are a bajillion commits in com.unity.webrtc, which i am most familiar with, but i think is representative of their projects as awhole, that were like, "this is how unreal engine does it, and it is copied and pasted here for reference," and those developers were just from Japan so it wasn't enculturated to not put that into a commit message or a comment

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UGUI was, what if we asked the china contractor team to copy NGUI?

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it's just the energy of the company

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that it's happening less often is bad, not good.

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HPC# means that an already very expensive thing to make, a game engine, becomes asymptotically more expensive, since they cannot copy shit as easily

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it makes their cost structure look like Apple (swift) and Google (golang) which is not good.

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and that's why i talk about UGS so much. it is websites. they make a game engine!!

sinful prawn
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this is the thing that is navmesh

lime hemlock
# sinful prawn this is the thing that is navmesh

I hate NavMesh. I hate how inaccessible it is to me as a developer because it's this black box integrated into the core engine. If it were a package implemented in HPC#, it would be immediately more accessible to me. I could easily inspect it, add to it.

sinful prawn
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listen if you say burst is useful it is useful but it was one of the worst choices for them

sinful prawn
wide river
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Is HPC# an actual thing or is it more of a term

sinful prawn
wide river
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Ah okay

sinful prawn
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it's intellectually honest of them to say what it is

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i appreciate them calling it that

lime hemlock
sinful prawn
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as soon as they have to write it from scratch, they are a giant company, they're going to revisit all aspects of the design

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and now the cost structure looks like Apple's instead of PUN company's

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so nothing. gets. shipped.

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at least i am providing a coherent thesis here, on why there are basically no new features

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this is why i think DOTS is the biggest boondoggle

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it's not hte fucking license change

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if unreal engine didn't exist, if it weren't open source, there wouldn't be HDRP either

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HDRP exists because they could go and read Epic's source code

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why pretend otherwise?

lime hemlock
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It exists because they hired senior graphics programmers from other companies, probably also Epic, that wanted to implement a high definition render pipeline.

sinful prawn
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yeah well

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that's true right? it's because it exists

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it's open source. everyone can go and read it

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senior graphics programmer came from there, read it, can continue to read it, etc.

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HPC# does not help them

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and lo and behold, the CPU jobs they have written in burst for it, they are years old. development also sort of arrested there.

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there's only so many shadow calculations you have to do

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it was a huge distraction from fixing directx 12

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which took them years

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and was the bane of my existence

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there's no HPC# directx 12 API

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i mean, maybe they should make one!

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that would make sense.

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i can't get a native fence out of a graphicsfence. it's 2024. that's the whole architecture.

lime hemlock
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I don't know enough about Unreal's renderer and HDRP to know how they compare, but I've not heard any claims that HDRP is just a cheap copy of Unreal's render pipeline. The vibe I've gotten is that HDRP was mostly spearheaded by one senior graphics programmer who wanted to create a new render pipeline from scratch to solve new problems, not just copy another legacy implementation.

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And I think that developer may have left already, so development on it is stagnating.

sinful prawn
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yeah

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i'm the only one making claims lol

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you can see for yourself

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radiance cascades are straight from the literature, their shadows solution - which by th eway, constantly has artifacts that unreal does not have - is original

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i haven't seen the unity C++ source for hdrp

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if it were a more faithful copy of unreal it would actually be way more useful

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and that was the criticism way out the gate, inarticulately put by poorly aggregated feedback. it was characterized as bad defaults compared to unreal, which unity responded to by saying that there is more control. but actually, there is only one naturalistic rendering look that people wanted, and their architecture, being copied from unreal, can easily support it. i don't know why they made the decision to not set up Unreal 4 Natural Rendering Style as the default.

lime hemlock
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I don't like HDRP, so I'm not going to make any arguments for it. It's cool to make a fully physically based renderer and go all in on that, but like Unreal, it has to sacrifice customizability to reach that goal.

sinful prawn
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it should have sacrificed customizability

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i don't know. it's been years. ship defaults people like. why does it have to be so hard

still vault
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There is no hdrp c++

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It's only the core drawing methods and command buffer magic is written in c++, but it's not included in HDRP, it's the base Unity engine

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You can easily take a look if something is copied from Unreal

astral falcon
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@still vault would not pay them much attention which is why we moved out out of a main channel

burnt citrus
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Also they left the server