![]() Do you make your own programming language, your own OS, your own publishing platform. Yeah I mean making your own game engine is impressive, but where do you draw the line. Infact so capable that its usually the go-to for inexperienced developers, this is why you see so many incomplete/unpolished games made with it, not to mention it does not cost to publish a unity game unless you make under a certain amount of $$$ currently. Автор сообщения: NathanLithiaEven if the game were built in unity or not, unity itself is a very capable engine. I'm sure it 'custom' now but it wasn't built from the groun up for SB. yeah custom engine.īut it's not custom, it's their own engine from their Trine series. Parent child data, individual collision boxes. Ship parts alone would be a nightmare to code in unity having to overload a singleton because data passing inside of it is a pain and I don't even want to think about it. ![]() Second rule of optimizing code: unless there is a clear business need.īasically you use off the shelf unless you 100% know it has to be custom, in this instance with the voxel damage and the way it networks they probably knew it would need to be custom from the ground up to do all the object manipulations/interactions. I mean at some point you have to accept that you depend on other companies and services to publish software ![]() ![]() Автор сообщения: MadConsularYeah I mean making your own game engine is impressive, but where do you draw the line. ![]()
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