![]() It is so bad that only 2 indie developers were able to figure out how to make anything beyond simple little games. This is most extreme in the Nintendo 3ds version of Unity. But in some situations this will eventually either clog up available memory and cause performance issues or crashes, or end up with fragments combining into executable pieces of code that cause bonkers glitches. The issue involves properly clearing memory. Ok so the Unity engine has one issue that seems to come up alot even among all different versions, albeit different levels of severity. Keep in mind I'm not a coder so I'm only going off my interpretation of discussions between a few diff developers I was present for. On switch and WiiU the available versions of Unity engine werent so bad, but the version for Nintendo 3ds is a different story. I'm not a programmer or a game developer, but I am good friends with an indie game developer that used Unity to make games for Nintendo 3ds, WiiU and Switch. Unreal is more attractive if you have a larger or experienced team, and you are starting with nothing. :) Unity is attractive when you are starting with nothing. However, Wasteland 2 probably wouldn't have been made if Unity wasn't available for that team. Wasteland 2 could have run a lot smoother if it wasn't in Unity. But with Unity (easy and general, remember), this is encountered earlier. This is what happens with any engine - you start nudging against the limits, optimize for the engine to squeeze out a little more, and repeat until the cost become more than the gains. Unity can work surprisingly well, but it can become a cliff-edge of defeat for a large studio when their complex game runs into limitations. What is the incentive to downgrade (in most cases) to Unity? Even if a studio has an old and decrepit engine or one not suited to the new game they want to make, there is familiarity and total access/control. Most big studios have their own engines, libraries, and tools, and teams dedicated to them. This comes with tradeoffs compared to a custom engine or tools. ![]()
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