I have been working professionally for years in Unreal. Understanding what happens under the hood is actually (contrary to what some say) usually a time saver even with these tools. This "not inventing the wheel business is complete rubbish".
-
-
Replying to @Shirty_S @cmuratori and
Unity's closed source nature is exactly bad for that reason. Because you can't even use it to learn anything but Unity. Why did no one mention Godot btw? It would probably require custom optimisations but it's accesible and open source and is gaining a lot of traction lately.
1 reply 0 retweets 2 likes -
Replying to @Shirty_S @cmuratori and
Regarding my comment about reinventing the wheel. Essentially if you have never programmed something yourself, I would argue you don't really understand that something. If you don't understand how can you be sure you're using it correctly or in a good way?
0 replies 0 retweets 1 like -
This Tweet is unavailable.
-
This Tweet is unavailable.
-
This Tweet is unavailable.
-
This Tweet is unavailable.
-
This Tweet is unavailable.
-
Kinda seems like it matters what the game engine does, doesn't it? I mean Unity itself took hundreds of years to develop, right? 10's of programmers for 10 years, etc.
2 replies 1 retweet 6 likes -
Replying to @cmuratori @s0x and
Not sure what the total number of years of dev time is for most major engines, but some are probably in the thousands of years, quite literally. It is probably quite rare for a full-featured 3D game engine to have less than ten years of total development time (devs x years).
1 reply 0 retweets 4 likes
On the other hand, if you're shipping, like, an XNA-level engine or something, sure. That's like a few months of work.
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.