How do you 𝙖𝙘𝙩𝙪𝙖𝙡𝙡𝙮 start game development

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BiteMe Games

BiteMe Games

Күн бұрын

Пікірлер: 102
@LorneDev
@LorneDev Күн бұрын
I started out with a "full game course". The biggest thing I got from that was getting to touch all parts of the engine as part of making said game. At the end the "game was pretty crap, but I definitely knew how to find my way around the engine!
@TheRealJackArthur
@TheRealJackArthur Күн бұрын
Honestly... just start making stuff. Download an engine and play within it. Write stories. World build. Trial by fire is the best way to learn anything. Just get started and learn as you go. You may get so invested and find out it's for you OR you spend some time doing it but end up walking away entiely.
@ultimaxkom8728
@ultimaxkom8728 Күн бұрын
As always, it depends on what _"best"._ Trial by fire is best in its traction (output stickiness) and fun, but not in its fuel (time-effort input), acceleration, top speed, turning (flexibility and sunk cost), difficulty, safety (good habits and best practices), nor comprehensiveness. And it's terrible in its time-effort and safety. E.g: Books (refs, manual, research papers etc) is best in its top speed and comprehensiveness - terrible in its difficulty and fun. Videos (podcast, blogs, tweets etc) is best in its fuel, early acceleration, and difficulty - terrible in its traction, late acceleration, and top speed. Mentor (teacher, friends, experts etc) is best in its turning and safety - terrible in its... uh, price? Courses (guides, maps(whatchamacallit?), resources etc) is best in its late acceleration - terrible in its turning. ...
@DagarCoH
@DagarCoH 20 сағат бұрын
Agree, all other approaches are clearly inferior.
@1a3dd7c1
@1a3dd7c1 Күн бұрын
you are actually always hitting the point on making videos that actually deliver a lesson
@sm5574
@sm5574 Күн бұрын
I have been a professional developer for 25 years. I would absolutely suggest using visual scriptin when starting out, provided you are making a simple game like Pac-Man. Someone once made a great observation: Programmers say everyone should learn coding, but they don't say everyone should learn pixel art or model building. It's a great point. I think you should learn everything, but there's no reason you have to learn it all upfront.
@TheRopiak
@TheRopiak Күн бұрын
Honestly, I'm a programmer for an IT company and I still prefer blueprints in UE lol so I try to tell people to keep their mind open
@mandisaw
@mandisaw Күн бұрын
When I was a kid [80s US], they actually did teach us all art, music, writing, drafting / design, and eventually, coding. The idea was that you should have some basic understanding of, and exposure to, how all those domains work, no matter where your talents & career might take you.
@Rai2M
@Rai2M Күн бұрын
Generalism with 1 or 2 areas of specialization is a great thing.
@sm5574
@sm5574 Күн бұрын
@Rai2M , right, and even if you do outsource, it allows you to communicate more effectively about your needs.
@PontusWittenmark
@PontusWittenmark 19 сағат бұрын
Same situation for me and I would give the same advice. Coding is the superior approach, but if you have 0 coding background, learning to do it well enough to cover the needs for a whole game is a huge undertaking. I would play around with something like blueprints instead, and when if I bump into something I couldn't achieve I would then ask a programmer (AI or real) to construct a it in a way that I myself could call it from blueprints. The important thing is to understand how things work together. You need Legos that you comprehend enough to cobble together into what you ultimately want to build. Same as with code. Alternatively you find an engine or framework that specializes in the exact genre you want and learn a very basic language like Ink or Lua to get the job done. Hope this helps 👊
@paluxyl.8682
@paluxyl.8682 Күн бұрын
For someone with a decent computer who want to make 3d games, Unreal and use one of the template scenes (like the third person) that comes with the engine. The next steps are watch 4 tutorials ... first how to replace the SK Manequinn with an other character model, second how to place objects in the scene to make it more interesting, third how to create a goal in the game (could be walk from A to B, or collect 10 items to finish), fourth tutorial how to compile and publish it. With this 4 steps it's possible even for beginners to make action adventures, walking simulators, 3d plattformers, or simple horror games (walking through a dark forrest or an old creepy mansion) without enemies. Not sure if Unity comes with templates like Unreal does.
@c0t1
@c0t1 Күн бұрын
Good advice . In my experience, bouncing development ideas off the AI is also the best, most productive way to use it for dev, at least currently. It's like having a partner to brainstorm and sanity check ideas.
@gameboardgames
@gameboardgames Күн бұрын
It's pretty wild how effective AI is even for idea generation. I was messing around with DeepSeek and gave it a one line premise about my game RoadHouse Manager, to extrapolate on. I was blown away that a lot of the gameplay mechanics, themes and styles it generated where right on target for what was already in my game. It even nailed 100% two games that would be closet related for the gameplay style, which I often used before to describe to others before. And my game is fairly original as well, as games go.
@TheoryBreakthrough
@TheoryBreakthrough 15 сағат бұрын
@@gameboardgames AI is good at kickstarting ideas, but followthrough is all up to the developer.
@libertarianterminator
@libertarianterminator Күн бұрын
I just finished my Software Systems module in university and it gave me a new perspective on game development tbh
@TheRopiak
@TheRopiak Күн бұрын
I'm interested, is this like designing various systems/mechanics first? can you elaborate a bit please :)
@MarekGamer76
@MarekGamer76 Күн бұрын
As a hobbyist my approach has been picking an engine that I want to learn, even if it's not ideal for the game I'm currently working on. Getting deep knowledge in one tool is more efficient than trying to optimize the engine for a single game. I also use tutorials as a guideline to how to build a system, but then I completely modify it as I go to fit it into my current project. This ramps up the learning curve, because you are not mindlessly copying, but having to solve a lot of issues as you go, which requires much deeper thinking.
@dreamingacacia
@dreamingacacia Күн бұрын
kinda love when Thomas called Code Monkey as "Mister Monkey". 🤣
@Nubian_King_RNM
@Nubian_King_RNM Күн бұрын
I would think starting with a business plan and figure out the who are customers, what do they want, and where are they would the best way in my opinion. Makes your game dev goals clearer and measurable as you get starting with skill/tutorials, engines, game ideas, etc.
@mandisaw
@mandisaw Күн бұрын
If you're literally "brand new", then commercial game-dev probably shouldn't even be on the radar yet. Certainly not until you've made a couple games and had at least friends & family check them out.
@Nubian_King_RNM
@Nubian_King_RNM Күн бұрын
@mandisaw Yeah, developing the skills to make the games is essential, but you still need a long-term goal in mind to push forward and motivate you. To do all the necessary work to make your game dev dreams come true.
@mandisaw
@mandisaw Күн бұрын
@@Nubian_King_RNM It helps, for sure. But your goals are likely to change over the time it takes to build those skills. You'll see teens in school, or adults in a job-burnout crisis, say, "oh, I want to make games for a living!" But then the reality hits of either their actual ability, productivity, or their game's reach, or their life situation, and they might want game-dev to play a different role. Totally natural.
@Nubian_King_RNM
@Nubian_King_RNM 23 сағат бұрын
​@@mandisaw True, but if you want it bad enough you'll find a way to make it happen come hell or high water.
@GawdTy
@GawdTy Күн бұрын
Id say the best way to start is knowing how to structure a project. Because if stuff starts to get too intertwined as a solo dev you arent going to want to refactor or fix it if your classes depends on each other too much. SO Id say start with a heavy, component based architecture. Because Imo even if its overkill for smaller projects it allows it to scale out the wahzoo in the future if you decide to do it. Also components are easier to pin point an issue, refactor, and add new features since it has a plug and play structure to it. Game dev is way funner when you dont have to worry every time you want to add a feature how it may effect 5 other features in the game. Gives you more freedom to change your mind mid way and not feel like youve wasted your time.
@mandisaw
@mandisaw Күн бұрын
For visual scripting and AI, the problem is that a beginner won't *see* the nasty traps before falling into them. You could easily get weeks or months into building out something that "runs" in-editor, but then gets 5fps on device. Or you realize you want to do something custom, or need to debug, and now you have no idea where to begin. That frustration could cause ppl to ragequit game-dev altogether. Better to just be slower to learn at first, but be more resilient long-term. I want to see an AI or Blueprints game (or app) that is supported for at least 1yr post-launch, incl bugfixes and maybe tweaking design or feature issues. At the enterprise level, we have to maintain codebases for 10, 20yrs - "it worked on my machine" is not gonna cut it 😅
@_gamma.
@_gamma. Күн бұрын
Heartbeast has great tutorials for beginners, he does a good job explaining what he’s doing in each step which is sooooo much better than a lot of tutorials
@sm5574
@sm5574 Күн бұрын
@@_gamma., HB is awesome, but unfortunately major changes in Godot make some of his older tutorials impossible to follow.
@pietsnot22
@pietsnot22 4 сағат бұрын
After one year I am almost done with my first game. It is far from a professional game but I have learned a lot. I did not started out with guides or tutorials. Just ask yourself what do you need. The first thing you probably want to do is walk around in a 3D game. So google (no I like to do it old school without AI) on how to do it. Now you maybe want to pick up a object. After this you want to create a inventory system so your object will be shown. And the object needs to be saved to. So now you have 4 steps that you can piece together and you know for a fact that you actually need it for your own game. And if you can`t figure out how to make something. Try it again. And again. And again. It can take you hours or even days just to do only 1 step. If it really is too hard maybe you can try it again in the future if you have more experience. But don`t give up that easy!
@nazacastro-j4v
@nazacastro-j4v Күн бұрын
In my experience, if you are also interested in being able to make your own game art, I recommend starting with either 3D or 2D art. When making art you always end up learning more than 10 different programs and that gives you an ease in learning complex interfaces which will make the transition to an engine much easier and you can focus on programming, of course it is a longer path to make a game but you will end up with a range of useful skills
@DeputyChiefWhip
@DeputyChiefWhip Күн бұрын
3:57 This is true. Most tutorial makers are not teaching they are making follow alongs
@Sigma00-p6i
@Sigma00-p6i 17 сағат бұрын
I've had a dream of being a game developer for more than 10yrs now but resources has always been my roadblock and in this part of the world there's no much of a mentor on this subject yet so I've decided to focus on my job and save up for rhe time being but your videos always makes me go back and try to start something
@uHasioorr
@uHasioorr Күн бұрын
1. Visual Scripting is good to feel the flow of the program. What goes where, what is used over and over again. I remember doing charts like this in university in one class before Visual Scripting become a thing in UE. Some people just process information better visually. 2. Start by making your dream game or more accurately divide your dream game into key mechanics and make small games focused on that one mechanic. At the end you will have all the puzzle pieces, all infinity stones, to put into gauntlet. 3. Use AI to do boring stuff - documentation.
@charlesmetal8224
@charlesmetal8224 20 сағат бұрын
I'm going suggest a small addition here. For people that have a hard time finding motivation to learn, one option that may work is to make small games and prototypes with the direct purpose of learning to make or implement specific mechanics useful to your dream game. It may not be the best or most efficient option, but can help if you need motivation.
@shaktisagarmohapatra4403
@shaktisagarmohapatra4403 Күн бұрын
currently doing courses from stephen in udemy . Following courses/tutorials is fine as long as u replicate something similar on your own for each part of the tutorial .
@laurenttelmosse3375
@laurenttelmosse3375 Күн бұрын
I'm making a game in ue5 and you can almost do everything in blueprints. Much less intimidating at first too
@nickm2856
@nickm2856 Күн бұрын
Yep, same here. 1 year in and a few different projects and no issues yet
@Rai2M
@Rai2M Күн бұрын
Of course, but not really complex unusual tasks. This is where visual "coding" becomes a mess )
@ultimaxkom8728
@ultimaxkom8728 Күн бұрын
But only if you need _really complex unusual tasks,_ which is way less likely given that you used visual scripting in the first place. Otherwise artist and programming rookies have all they practically need.
@paololeotta4845
@paololeotta4845 21 сағат бұрын
I deepened visual scripting in ue4 and ue5 for years, then moved to learn C++ and that is a powerful improvement. You can't get everything with visual scripting, especially if we consider memory management, efficiency, code readability and customization of classes.
@Wineblood
@Wineblood Күн бұрын
Oh damn, didn't expect to see creeper world in this video. Here's how I plan to learn gamedev, as a software dev who has been coding for a while now. 1. Follow along to a "make a game tutorial". 2. Branch off from that to experiment with things in the engine from something that works. 3. Read some docs (ew, but it's necessary) 4. Remake small games like pong, it's a fixed scope project. 5. Plan out a small game of your own 6. Explore how to do specific things you don't know (like a HP bar) 7. Take your knowledge from tutorials and exploration to implement your own game from scratch.
@abnnr
@abnnr Күн бұрын
i'm so thankful for blueprints you don't even know
@paluxyl.8682
@paluxyl.8682 Күн бұрын
What's your opinion, is it possible to make a complete game from start to finish just with blueprints? And what could be limits of blueprints ?
@abnnr
@abnnr Күн бұрын
@@paluxyl.8682 i am doing exactly that. i haven't come across any limits of blueprints, but i hardly push systems to the limit
@Rai2M
@Rai2M Күн бұрын
@@paluxyl.8682 It is possible, but it will give you waaaaay more headache with complex tasks than code
@collider4378
@collider4378 Күн бұрын
My 2¢... start with programming first, preferably in a friendly framework like raylib (there are tons of others). Starting with c or c++ will give you a solid jumping off point to any other language. And starting with a framework will teach you about the underpinnings of movement, image loading etc. completely transferable to any other engine. After that, pick whatever engine (I'm partial to unreal, even for 2d, but I'm a glutton for punishment) and go with the advice in the vid here. Grab a good tutorial series and make it your own.
@Rai2M
@Rai2M Күн бұрын
I wouldn't call raylib a "friendly framework" for a complete newbie, lol libgdx is more friendly ( i know, i know, java) because you don't need to worry about memory leaks etc godot is even better, because it's an engine, it *works* extremely fast, it's tiny and you can use c# if necessary
@collider4378
@collider4378 Күн бұрын
@@Rai2M going to disagree there, I feel like understanding how to program and understanding things from the perspective of a framework (doesn't have to be raylib, there are many) before you hit up Godot, unreal, unity etc will give you a much better foundation to work with. In the long run the couple weeks or months you spend learning the basics will help you progress in the big game engines faster. Knowing the why in a godot tutorial is much better than just knowing which button to press. In the end, it all boils down to how you like to learn.
@Shiroze
@Shiroze Күн бұрын
I loved to use GPT to find specific things. Like "I want to do [basic description of mechanic part] what can I use to make this?". With this I would get for example "You can use a loop or X or Y " and look things up while still trying to learn to implement it myself. Because my biggest issue was not knowing what is possible. And google doesn't really help all that much with very open questions. In the end I got somewhere, but I did notice I really suck at programming and rather find someone else to do it xD
@kelskye
@kelskye Күн бұрын
I come from a development background, so the question of how to use AI effectively is interesting. I don't worry so much about the code it gives (outside of algorithmic and mathematical solutions, I haven't had much success), but I do like it as a way to generate potential solution strategies. When I give it a particular problem I'm having, it often gives 2-3 different ways I can go about solving it. It effectively works as a designer rubber duck that I can bounce ideas off and see what sticks. But I only feel confident with it because I have a coding background. I would feel nervous trying to make something complex work based off at-generated code alone.
@KenlieroGames
@KenlieroGames Күн бұрын
Worst thing I did with AI, is when I wanted to add one directory to system path, and I input the path to AI and asked can you give me the full command for that in cmd..... it gave me answer, then I paste it and hit enter... and then I read what it said, and all of a sudden I got this feeling that... This does not look right... and then I asked, what did that line do... and AI said it REPLACED my system path with that directory... so... all of a sudden all system paths from my windows... were GONE!!!, and it took me a while to figure out how to get them back.... because if I reset... the computer is not going to even start in windows without those paths.... So, in the end, I found it easier to just do restore from previous windows restore, which I think was the previous day... :D
@mandisaw
@mandisaw Күн бұрын
Reason #5 why you can't trust genAI with your critical systems 😢
@DeputyChiefWhip
@DeputyChiefWhip Күн бұрын
If I were starting again I would use RPG maker, Manu, adventure game studio or Unreal with blueprints Coz after countless months of coding classes, I was still terrible at it.
@DagarCoH
@DagarCoH 19 сағат бұрын
Hey, I am a single programmer. I have never used Copilot. I have looked at code for a functionality in ChatGPT, but only after I had written it myself. It was solid, with a few little bugs, but I doubt I had spotted them right away had I not implemented it myself first
@dinokknd
@dinokknd Күн бұрын
@00:15 right' - I'm out! Great short vid today guys.
@morgan0
@morgan0 Күн бұрын
i followed part of some movement tutorial series and i think i did my own for most of it, i didn’t like their movement code, it felt super stiff, so i wrote my own. part of it i wrote it ahead, followed along just to see, and went back to my better feeling simpler code. i did use some and it was helpful, but yea don’t follow tutorials exactly, use it as a guide to help you approach things and do it in a way that feels better to you.
@mrxcs
@mrxcs Күн бұрын
For learning, learn the basics (with KZbin or Course) then try to do a project (a combat system) that you like, and now you will know what you don't know, what make your learning more specific and fun.
@Dreaven.Mehendysis
@Dreaven.Mehendysis 17 сағат бұрын
I've been in internship in Unreal with 3 school camarades, one of the best in my classes, their tasks were only in C++ and mine were only in blueprint. I delivered more than them reunited together. The thing is that blueprint can be slower than C++ in some cases. Also setting up the project with Visual Studio at first is long and a pain in the a**, but blueprint is just embedded in the engine. My production speed might also have to do that there is more resources in blueprint than in C++ in unreal, especially if you do custom features.
@Dreaven.Mehendysis
@Dreaven.Mehendysis 17 сағат бұрын
In my experience Ai does not put attention to optimisation, it is like a amateur-junior level. It uses list when it could use arrays. It does not care about scope neither, which lead to spaghetti code.
@Rai2M
@Rai2M Күн бұрын
Unity is like "okay, let's spend 1.5 Gb of your drive memory on EMPTY new project and recompile everything every time when you change a single value in your code" and "you also need a really good PC, btw". Sounds nice ))
@TheRopiak
@TheRopiak Күн бұрын
I think a best idea if you tried doing a follow through tutorial and got stuck alot like me I would pick a mini game of like Mario Party level scope and strive to make that. Also I think Unreal is just as flexible as Unity with 2d you just have to learn how to do it, but that's just my opinion obviously.
@jyrig
@jyrig Күн бұрын
I disagree on visual scripting point. Of course it has its downsides, but i think transferring knowledge from coding to vidual scripting isnt as hard as out made it out to be, because the logic tends to be ve very similar. It didnt take me long in the process before i could watch tutorials on specific programming languages and understand how to apply that to visual scripting, and massively successful devs like two star games use exclusively visual scripting as well.
@mandisaw
@mandisaw Күн бұрын
But what about the reverse? When - not if - you need something custom or new that the visual scripting can't do (or doesn't handle well enough), can you translate those skills back to handcoding? I get that coding is a new skill and learning new skills can be intimidating & frustrating. But the benefits are that you will only be limited by your own ability and motivation, not what the visual-scripting tool creator deems appropriate.
@jyrig
@jyrig Күн бұрын
@@mandisaw Yes, I have hand coded things and my experience visually scripting helped me immensely in understanding the logic behind it. I say this as someone who tried to pick up coding literally over dozens of times over the past decade and always failed. The only reason I have *any* skill in coding now is that visually scripting allowed me to dip my feet in and understand what was going on before going into the deep end. Every attempt to dive straight into coding failed for me, especially because I have clinical ADHD and just could not force myself to pick it up simply through sheer will. One could make the same argument about training wheels for toddlers. Sure, they don't teach you exactly how to ride a bike without them, but your kid might never even *want* to pick up a bike the regular way if they never have the chance to experience riding one with the training wheels. While training wheels might not be quite as versatile as a regular bike, they do allow you to get the gist of it and acquire some skills that certainly transfer to the real deal. And in the meantime, you get to have fun riding a bike while doing so. Edit: In addition, I could make this same point over game engines. Whichever engine you choose is going to have limits that you must stay within, and those limits are set by the creators of the engine, not you. Does that mean you should jump right in by creating your own engine? I'd wager most people would say no. A crucial skill in game dev is learning to work within the bounds you're currently within. The exact limits that visual scripting created forced me to think of creative ways around them. Some of those solutions are even helpful when I hand code things too. Problem solving within a set "box" in my opinion, is a large part of the heart of game dev. At the end of the day not everyone has the time to do programming full time, and everyone has different learning styles. Hand coding may be the best choice for some people, but to brush off visually scripting as objectively a worse choice just isn't an accurate statement. It has its pros and cons, just like anything.
@mandisaw
@mandisaw Күн бұрын
@jyrig Your point about learning within constraints is well-made & well-taken! 👍 It's possible however, that you just weren't ready time- or skill-wise, in a good headspace, adequately prepped, etc before, but now you are. ADHD or no, the "you" who is trying to code now, is not the same "you" who tried each of those times before. Also, the training wheels analogy holds just as well for coding by hand. Not sure what approaches you were trying before, but a well-structured curriculum, building small ideas into more complex ones, is generally the best bet for most skills. If that's working for you now, the same kind of focused step-by-step approach would likely work across whatever other skills you decided to tackle. Just something to keep in mind as your game-dev journey continues 😄
@jyrig
@jyrig Күн бұрын
@@mandisaw I think that's definitely possible. Could be that it wasn't the visual scripting alone, but rather the culmination of knowledge from my previous attempts. And I agree with your point on hand-coding within constraints as well, definitely a viable approach! I didn't mean to say that starting with hand-coding is the wrong approach, it's been the default for a long time now for good reason. Moreso just that visual scripting isn't a bad way to get into the craft as many game dev veterans would have people believe. It's definitely got its downsides, and certain engines have better options than others, but imho, it's a very underestimated option for a lot of people looking for a place to start.
@mandisaw
@mandisaw Күн бұрын
@jyrig I would say it's more of a "be careful" type of warning, vs a "Never Do This" / "Visual Scripting is Trash" kind of thing. I've spoken to so many ppl online who have elaborate dream-game plans, and they get started with visual scripting, and it works really well for them... Except I can tell from their description of genre, mechanics, platform, etc that the visual tools are gonna fall short of their goal. And ppl underestimate just how disheartening and frustrating it can be to have to recreate their project in a totally different approach. Or even if they just need to make some custom nodes or whatever, and now suddenly have to learn like C++ or C# or shader-code after all, but now midway through the project. It's a totally cool way to get started understanding your engine, how game logic & assets work together, etc. And visual tools really shine at prototyping! But I had a guy say he was building an MMO in Blueprints, and I felt the need to try to save that dude from a world of pain & stress, y'know?
@lifelongobserver
@lifelongobserver 8 сағат бұрын
Good vid 👍
@seamusoblainn
@seamusoblainn Күн бұрын
Simple. You trick someone will the skill and enthusiasm to do what's needed, profit, then cut them out of the loop. Seems to be how 'successful entrepreneurs' operate.
@winner_joiner
@winner_joiner 12 сағат бұрын
LOL, I'm a DEV in a business environment (Not GameDev) and the most people I know don't like AI Codegeneration (OR Low/NO Code code generation), the only people pushing for it are the managers, that want to push out solutions faster, or the junior dev's, that used to copy&paste the first google result. 🤣 Probably it has to do with maintainability, coding preferences, sufficient knowhow, or simple that we are all to old for AI. 🤔
@theamous
@theamous Күн бұрын
You should do a livestream again soon. It has been so long
@mandisaw
@mandisaw Күн бұрын
No skills, no problem! WAGMI 😂 I say don't overthink it. Just buy a book for your engine of choice, one of those "for Beginners" types. The exercises are structured to build up in sequence, with plenty of explanations & tutorial code so you can figure out where you went wrong, or how you can go off-script. For Unity, they have those Unity Learn projects for specific topics, and minigame kits, like the kart racing one. Those are good if you want to just take a weekend (or few) and need visual feedback throughout the process.
@jameshughes3014
@jameshughes3014 Күн бұрын
I'd never suggest unreal for a beginner. It's pretty but, you aren't making anything on it that will run on older machines, and the visual scripting is easy to learn but it takes 10 times longer to write programs with it. Plus, it just has SO much to learn, it's really meant for teams not individuals. On top of that, AI isn't as good at helping with unreal. If you're new ,don't try to do a teams worth of work. Plus, if you decide you need it after you've learend another engine, switching is not really all that hard.
@morgan0
@morgan0 Күн бұрын
10:32 i think most engines can do most game styles fine
@morgan0
@morgan0 Күн бұрын
and there’s something to be said about different engines working better or worse for different people. they all go about things differently and maybe what it pushes you towards works well for one person and bad for another.
@lucasabratti598
@lucasabratti598 17 сағат бұрын
I think that you should do a video or at least try Godot 4.4 when it comes out of beta... because "Godot is not good for 3D" isn't true, and it hasn't been for a while
@FAKKER_rap
@FAKKER_rap Күн бұрын
Dont use unity bolt for a legit project... i make an fps on it and bolt is buggy and incomplete asf 🤮🤮🤮
@xkoan-yy7lg
@xkoan-yy7lg Күн бұрын
kinda strange to hear you guys denounce visual scripting like this when the creator of choo choo charles who is wildly successful has said you can make anything with blueprints. speaking as a programmer.
@zimmerderek
@zimmerderek Күн бұрын
"I would just choose Unity" If you're making a big open world game, especially something procedurally generated. Unity ALWAYS runs poorly. The hitching while moving around the world, especially at high speed, is an engine-wide problem that is mostly not a problem that can be solved.
@bitemegames
@bitemegames Күн бұрын
Don't make a big open world game my dude. -M
@zorochii
@zorochii 11 сағат бұрын
So basically, AI chats are for lonely people who don't have someone to bounce off ideas with.
@mrxcs
@mrxcs Күн бұрын
For my experience with Unreal, it doesn't like when do something that the engine was not made for, you will end up fighting the engine forever. Look at UE4 and UE5 games, if your game is too different you might be better with another engine. Otherwise, I think UE is superior and faster to make a game.
@eugene_ynwa90
@eugene_ynwa90 Күн бұрын
First xD Like your videos guys ;)
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