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Game Development Post-Unity

149 点作者 generichuman超过 1 年前

19 条评论

CobrastanJorji超过 1 年前
This blog post points out something really interesting:<p>&gt; Less than half their revenue comes from game engines. Over half comes from advertising.<p>That is to say, Unity makes most of its money from people PLAYING games made with Unity. The sales to the developers are secondary. Unity had to change their model, and that meant either making the engine cheaper to acquire more games to get more ads, or it meant raising the price of the engine at the likely cost of ads, and for some reason they chose option 2, which seems like a dumb idea.<p>The best explanation for that I can think of is that almost all of the advertising money should be coming from smaller mobile games, and so this is a move to try and make more money from the desktop games and the mobile games that don&#x27;t use Unity&#x27;s ad networks, which probably look like big, untapped sources of income to dumber product managers.<p>But now imagine that they did the opposite: they raise the maximum revenue requirements and &quot;must show splash screen&quot; requirements and generally make Unity more available for less. Engine revenue goes down a bit, but ad revenue goes up, which probably works out even better in the long run, but also solidifies the user base, garners good will, and generally leaves everybody feeling great about Unity.
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aschearer超过 1 年前
Didn&#x27;t find this article especially helpful. Author admits to having no special knowledge so literally polls Twitter and shares the results. Doesn&#x27;t really add much to the discussion.<p>I&#x27;d really like to see how alternatives handle stuff such as:<p>- Editor tools for non-artists<p>- Editor API for customization&#x2F;automation<p>- Profiling CPU&#x2F;memory<p>- Integration with things like FMOD, Spine, whatever else<p>- Tools for debugging<p>- How does level editing work, what tools are present to assist with visualization, organization, construction
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webprofusion超过 1 年前
Godot is the most obvious answer from a long term non-profit perspective, but it&#x27;s not without it&#x27;s caveats. Rewriting is obviously difficult, starting new projects is somewhat easier. The main issue I see is the Unity asset store ecosystem is completely different and provides massive amounts of functionality for current games, which Godot doesn&#x27;t yet have much of.<p>I&#x27;ve tried Godot a few times and basic stuff like export to web didn&#x27;t work at all out of the box, and it felt like alpha quality stuff. I would however like it to succeed.<p>Unity also has extensive documentation and training and it&#x27;s an established tool for game devs who then migrate to industry jobs like industrial process&#x2F;environment simulations. I have a feeling Godot is barely aware of these scenarios as it&#x27;s rarely the engine of choice.
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codelord超过 1 年前
IMO Unreal Engine is the best deal available and fits &gt;90% of use cases for game developers. Unless you are building something for the web or low powered mobile VR I wouldn&#x27;t even consider anything else. For PC and console games UE5 provides incredible amount of tools and flexibility. It&#x27;s also great for building 2D&#x2F;3D mobile games. People who say complexity of Unreal has stopped them from using it have gotten it wrong. UE5 provides you with a lot of tools, you don&#x27;t have to use them all. But if you are thinking of building something more complex than a hello world example, you&#x27;d realize that the additional tools that UE5 provides you greatly save your time.<p>If you are a total beginner you can use Blueprints to write the game logic and use the existing out-of-the box tools. If you are a more experienced programmer you can use C++ to build custom components&#x2F;plugins to get more customization.<p>I remember a time that game engines were these precious secret tools that you had to pay millions of dollars to get a license for. Now you can get the full source of UE5 on Github for free. And you pay something like 5% after 1 million dollars of revenue. This is just a no-brainer folks. IMO 5% is totally deserved and justified. In fact it&#x27;s a bargain and you save money by paying Epic 5% compared to anything else out there. Use UE5 unless you have a really really really good reason not to.
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raytopia超过 1 年前
I know a lot of people recommend Godot because it&#x27;s super good but if you want a more code oriented and batteries included engine I recommend Panda3D [0] it&#x27;s open source, super mature (it&#x27;s actually one of the oldest continously developed game engines), and can be used form Python and C++. Not sure why it&#x27;s not more popular it&#x27;s flexible and super fun to use.<p>[0] <a href="https:&#x2F;&#x2F;www.panda3d.org&#x2F;" rel="nofollow noreferrer">https:&#x2F;&#x2F;www.panda3d.org&#x2F;</a>
p1necone超过 1 年前
I feel like any piece of software that&#x27;s widely applicable to a whole industry of users (3d modelling, image editing, game engines, etc) is destined to <i>eventually</i> solidify on an fully production quality open source solution that everyone contributes to.<p>It&#x27;s already happened for 3d modelling (Blender) and digital painting (Krita), and it feels like gamedev is an even better market for this to happen in than those because all the users are also going to be capable of contributing to development of the engine.<p>From the outside Godot looks like it&#x27;s the closest to ready for building proper AAA quality 3d games.<p>I&#x27;ve also actually used Bevy and if you&#x27;re a fan of rust and ECS based development it&#x27;s <i>really</i> nice for building procedurally generated stuff that doesn&#x27;t need a level editor, or for building 2d games and relying on a 3rd party editor like Tiled or LDtk. However there&#x27;s plenty of places where it&#x27;s still a bit rough around the edges, like dealing with more complex multi stage asset loading pipelines.
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dham超过 1 年前
I&#x27;ve been enjoying Construct 3. Not the visual scripting but the Javascript portion. It&#x27;s a really good Javascript engine at its core. For some reason people don&#x27;t know this? DragonRuby has also been pretty fun and hot reload is nice. Godot is the main answer for Unity but web support is just better with Construct, obviously since it&#x27;s built on web technologies.<p>My main issue with Unity and why I never picked it up is, I have poor vision and the editor doesn&#x27;t scale on Mac. You basically have to have perfect vision to see anything that&#x27;s going on. A scalable editor is a must. Godot &#x2F; Construct fit these. Game Maker looks so poor on 4k that it hurts my eyes.
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fbdab103超过 1 年前
Selfishly, this will be a minor win for me. I occasionally like to try indie games from itch. For safety reasons, these are obviously run inside a VM. Unity games have always run like garbage on this setup, so the more developers migrating off the platform, the better for me.
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pengaru超过 1 年前
This feels like blogspam trying to bring traffic to computerenhance.com.<p>Casey has never shipped a video game of his own. It&#x27;s not just an &quot;I haven&#x27;t used off-the-shelf engines&quot; situation, he hasn&#x27;t developed a game start to finish with <i>any</i> engine.<p>AFAIK Handmade Hero is the furthest he&#x27;s ever gone in shipping a game, which is a far cry from finished. He&#x27;s not really qualified to speak to the matter of which engines are best for delivering and supporting polished, fun, finished video games.<p>Please correct me if I&#x27;m wrong; what titles has he put out there with his own engine?
readyplayernull超过 1 年前
10 years ago everyone believed Blender would become the new Unity, but it didn&#x27;t, it&#x27;s too difficult to make games with Blender, no one even mentions the idea or recommends it anymore, although its 3D editor is highly used and improved during the years. For Godot to become the favorite indie game engine they must focus on making its workflow straightfoward and simple. On the tech aspect Godot seems like Unity 5.
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jerojero超过 1 年前
I feel like, realistically, for a lot of the people that feel might be affected by this change they could probably do their games in an engine like Godot without much trouble.<p>Though as it says in the article, Godot does lack proper support for consoles.
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Macha超过 1 年前
It&#x27;s interesting that Source doesn&#x27;t get a mention here, when it used to be a rather popular engine. Given unreal is second, it&#x27;s clearly not an objection to closed source engines
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empath75超过 1 年前
Games development is very hit based and most games make nothing. You might think, &quot;oh if most games make nothing, then thos won&#x27;t make an impact&quot;, but if you&#x27;re removing the profit from the relatively few hits there are, it wrecks the incentives to take the risk of developing a game to begin with. If Unity wants a piece of the profits, they need to be investing.
jmugan超过 1 年前
Anybody know of something good and simple in Python? I&#x27;m more interested in agent-based machine learning in 3d simulation than making games. I&#x27;m familiar with Ursina on top of Panda3d. Is there anything new on the horizon?
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mjan22640超过 1 年前
I guess the motivation behind the move was to monetize large titles. Killing off their nursery is an unintended side effect.
quchen超过 1 年前
<a href="https:&#x2F;&#x2F;12ft.io&#x2F;proxy?q=https%3A%2F%2Fwww.computerenhance.com%2Fp%2Fgame-development-post-unity" rel="nofollow noreferrer">https:&#x2F;&#x2F;12ft.io&#x2F;proxy?q=https%3A%2F%2Fwww.computerenhance.co...</a>
Dban1超过 1 年前
Godot
ldoughty超过 1 年前
I&#x27;m not really into this industry, but I&#x27;ve dabbled with Unity over the last month for some fun&#x2F;expanding knowledge...<p>I&#x27;ve seen 2 articles in the last day about this topic with clickbait misinformation from sites I would expect to be more accurate... Including talking about how a &quot;free game&quot; was going to cost a developer millions... and how &quot;independent developers&quot; will be bankrupt...<p>But how? The fee page and FAQ [1] state &quot;will apply to games made with Unity Personal and Unity Plus that have made $200,000 USD or more in the last 12 months&quot;.. If you are distributing a free game, by definition, you made no revenue for the game and you pay nothing to Unity. Key point: the metric is PER game... so it&#x27;s not like your $5 game with 200k revenue and 200k installs will trigger your separate FREE game to cost 5 million in damages.<p>If you are an &quot;independent&quot; developer, or even a team of 5, then the $2k&#x2F;seat-year Pro license means the threshold is now $1million... pay 2-10k&#x2F;year upfront to pocket an extra 800k? These seem like a no-brainer...<p>Now, I can see this being an issue for studios that invested heavily in Unity with dozens or hundreds of developers.. and I appreciate discussion on this topic... I&#x27;d love to see more realistic reactions and discussions... and less &quot;abandon ship&quot; (like this article) and I-didn&#x27;t-read-the-memo knee-jerk reaction stories for attention out there right now.<p>(And I know some of the early concern was download-bombing, but they have addressed that, and most of the articles I read didn&#x27;t cover that explicitly)<p>[1] <a href="https:&#x2F;&#x2F;unity.com&#x2F;pricing-updates" rel="nofollow noreferrer">https:&#x2F;&#x2F;unity.com&#x2F;pricing-updates</a>
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moth-fuzz超过 1 年前
I by and large loathe how commonplace big do-it-all game engines have become in indie game development, with unity at the forefront of this movement. Even if everybody and their mom used the same awesome product, I&#x27;d still be upset because because of the market stranglehold that eventually creates - Unity in this case is worse because it isn&#x27;t even an awesome product. It&#x27;s a mediocre product with an actively hostile business strategy.<p>I admit this is entirely emotional, but when I learned that Hollow Knight[0] was made in Unity, it broke my heart. A 2D game with a consistent art style (read: write the shaders once and forget it), made up entirely of flat surfaces with only a handful of different methods of movement, no physics to speak of, and only a couple hundred different types of enemies, most with large overlaps in AI save for bosses. Gorgeous game, strong art direction, thoughtful lore and story, but any game developer could probably write the <i>engine</i> for such a game in a couple weeks.<p>But every indie developer I&#x27;ve talked to about game engine development acts like it&#x27;s a dark art. That it&#x27;s just <i>impossible</i> for mere mortals to do such a thing, and if you do, then you&#x27;ll never <i>ever</i> release a game, or you&#x27;ll spend <i>literal years</i> on the engine. Again, I predict a couple weeks.<p>Back to the article, I dislike that &#x27;game development post-unity&#x27; just means &#x27;picking out a new engine&#x27;. Everybody&#x27;s jumping ship to Godot or Unreal or whatever else because we all <i>need</i> a game engine. But <i>why</i>? Why is this song and dance necessary? I feel like since the author is a game engine programmer himself, this option should have come up higher on the list along with the non-engine libraries and frameworks.<p>0. <a href="https:&#x2F;&#x2F;www.hollowknight.com&#x2F;" rel="nofollow noreferrer">https:&#x2F;&#x2F;www.hollowknight.com&#x2F;</a>
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