Looking Back At The Unity Game Engine Drama

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Tech Over Tea

Tech Over Tea

Күн бұрын

It's been quite a while since it happened but who recalls the who Unity game engine drama, well Ritchie was working at Trixel when all of that went down so I wanted to hear his thoughts
Full Episode: • #224 His Video Game Ju...
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Пікірлер: 9
@nosotrosloslobosestamosreg4115
@nosotrosloslobosestamosreg4115 3 ай бұрын
They essentialy went full Adobe before Adobe did it.
@softwarelivre2389
@softwarelivre2389 3 ай бұрын
I'll avoid Unity like the plague.
@softwarelivre2389
@softwarelivre2389 3 ай бұрын
I'd rather fork Pyrogenesis tbh, or just SDL2 everything from scratch.
@lucolesco
@lucolesco 3 ай бұрын
​@@softwarelivre2389 Godot is cool too.
@thingsiplay
@thingsiplay 3 ай бұрын
@@softwarelivre2389 Why that, if you have Godot?
@iliyaghaffari
@iliyaghaffari 3 ай бұрын
btw godot actually merged the wayland support(which started from 2014 and took them 10 years) as a opt-in feature in the 4-3-dev-3 version.(it's in their BLOG POST) The wayland support is for the game engine editor, AND the games exported by it.
@thingsiplay
@thingsiplay 3 ай бұрын
The empty Unreal Engine compiled project size, is that some sort of runtime that does not get much bigger for basic stuff? I mean if you put all relevant files, code and library into a game, how does that compare? It's like with KDE, where the first program install from KDE will depend on the entire runtime and dependencies. But the next programs only increase in their own size.
@Elias_Ainsworth92
@Elias_Ainsworth92 3 ай бұрын
Unreal isn't going to grow much on the build side as long as you aren't adding large external libraries, but even a simple game will double that in assets. And its hard to reduce the binary down to the 150 Mb like they were talking about.
@acidiclight
@acidiclight 3 ай бұрын
@@Elias_Ainsworth92 Getting the game itself down to 150 MB was after disabling every optional plugin that a blank UE project comes with, deleting Starter Content, deleting everything in the default scene, and building. Once I did that, the filesize of the build was about as big as a typical Unity build of SD is...but 99% of the editor was missing and Blueprint's standard lib was less useful than UE3.
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