â„–18884[Quote]
Give Unity a try.
>NOOOO YOU HAVE TO MAKE YOUR OWN ENGINE FROM SCRATCH btw I never developed a game
You can do this, but depending on your thoughts. I do this because I want to explore how to render stuff. Never thinking about making a game but I do like making engines. Only give it a try if you have time. Else, just stick with many popular engines outthere
â„–18885[Quote]
unity's still a pretty good option
>>18883 (OP)>I was considering Godot, but after the flak it's been receiving lately, I want to look for other optionsthe engine's open source under MIT. trannies cant take the program away from you.
>I've been mainly developing in GameMaker Studioyou can create 3d renderers in gamemaker. if youre used to the gamemaker ecosystem then give that a shot.
>I want to actually finish a project, not be stuck in perpetual development niggerhell.many, many developers have finished a game in their own engine. if you have the expertise and you want to develop something new that cant be made in existing engines then give it a shot. just dont get stuck in engine development hell.
â„–18888[Quote]
>>18883 (OP)>I was considering Godot, but after the flak it's been receiving latelyteen pls, Unity and UE have been nonstop railing against it for understandable reason for years
â„–18889[Quote]
Unity is bloated as fuck
â„–18893[Quote]
what about hazel?
â„–18894[Quote]
>Godot le bad because words words words wordsuse redot
https://www.redotengine.org/ â„–18895[Quote]
Use Unreal Engine 4.26.
It's the last version of unreal before they started injecting it with bloatware that slowed down everything, (For context Current UE5.6 runs at 60FPS in an empty scene and UE 4.26 runs at 350 in the same setup; i have a beefy computer so UE5 is just incredibly pathetic) and from experience i think it's great. Regardless of it's graphics that you don't care about, it's a really good game engine that has basically everything you need and a really nice interactive way of coding, if you've never heard about blueprints it's basically visual C++ that you
don't have to use but it's much better than Unity's IL2CPP. Blueprints acts as a bit of a bottleneck because the Visual code obviously doesn't translate to the fastest C++, but it isn't heavily abstracted either it's just C++ functions represented as blocks and it's much faster and comfortable to code in. In comparison, Unity's IL2CPP is a compiler that turns C# Code into C++ to make it
faster but is really just an unecessary bottleneck to shill high level programming in C# which is just pajeet snca, nobody needs to code in C# and then have it translated. you also have no option to code in actual c++ like in unreal so it's automatically worse.
Both engines, unreal and unity, have a very similar structure but unreal in my opinion is more organised and easier to understand. it's often treated as the le heckin' complicated and professional engine when it really just gives you more things to work with by default that you have to code by yourself in unity and has way more flexibility with less bloat; with of course the blueprint system for classes that i talked about before that makes things way more understandable than "prefabs"
In terms of licensing,
Unreal engine is
"free", meaning it takes away like 50% of your profit and makes you publish your game to the epic games store if it gets more than like 200k In revenue, while unity doesn't do that but locks important features behind a monthly paywall. I don't really like unreal's cuck approach that much but makes hobby projects and casual stuff available to the people without being freeware dogshit. Unreal engine is also source available (you can compile unreal engine locally and also mod it if you don't like certain things, but it's not open source in the sense that a company is still making the decisions on what gets added) while unity is completely closed source so you don't get the luxury of changing everything you don't like about it or removing things you consider bloat.
Anyways i hope you find something to make your gems with 'teen, but like i said UE4.26 is probably your best option here.

â„–18897[Quote]
>>18895Also before anybody confuses UE5 with UE4 i've used both.
UE5 Is absolute niggerhell geg, the memes are right; Dogshit smeared graphics upscaled with TSR running at 40 fps, but Unreal Engine 4, at least until 4.26 is nothing like that at all (4.27 started
(((introducing))) these things)
Things like Nanite, Lumen and megalights (and ofcourse TSR anti-aliasing, which renders your game at a lower resolution and just upscales it with AI)
which are all algorithmslut goyslop bloatware systems that do nothing but market unreal as a heckin' next gen mindblowing graphics engine (not) were only added in 5.0 onwards.
Nanite specifically (which is an SNCA system that makes Level of detail for meshes dynamically, making them retopologize according to how close the camera is to them to 'run faster') was so bad when it released even the youtube channels that make clickbait about how this heckin' nu updaterino is actually le big deal were making fun of it and testing it out with terrible results.
but again, as long as you don't give in and use the algorithm cattle goyslop that is UE5.0+, UE4.26 is still basically the best option for anyone who doesn't want to just make their own engine

â„–18898[Quote]
>>18885>you can create 3d renderers in gamemakerI've been considering it, but it seems daunting and janky
THOUGH it might circumvent the issue I have with mainstream engines like unity or ue, because you JUST KNOW when a game was made in those engines (probably due to the generic sloppy lighting and post process effects)
a 3d game in gamemaker will probably look janky as fuck but at least the rendering technique and visuals will be original
>>18895not a big fan of visual programming (honestly never tried it), I want to at least practice coding while I develop a game
as I said, not a big fan of UE since you probably have to put in a lot of work to get rid of that "generic UE project" feel, but thanks for the rec
â„–18900[Quote]
>>18895>Unity's IL2CPP is a compiler that turns C# Code into C++ to make it faster but is really just an unecessary bottleneck to shill high level programming in C#wasnt IL2CPP made mainly for code obfuscation and consoles/phones where JIT compilation's not allowed?
>you also have no option to code in actual c++ like in unreal so it's automatically worse.coding game logic in a low level language is niggerhell and devices are pretty fast nowadays so who cares
both engines suck, use fusion instead or something
â„–18914[Quote]
>>18894Why that and not Godot?
>>18895>>18897Fuck off Timmy
â„–18918[Quote]
>>>18895
>autismgod i kneel
â„–18920[Quote]
I don't know much about the technical side, but I do know that when anything says it involves "blending" or "temporal" or anything similar, it really means blur and smearing and a bunch of other visual crap that really only ruins the sense of depth in the image. And don't use internet videos and screenshots as a literal visual reference point, because they're all horribly compressed compared to high bitrate realtime rendering on local hardware and still images never give the same sense of depth. You can load up an old (but not too old) game like Halo 3 at 4k and that should be your reference point for image clarity and sense of depth. Halo 3 is actually an especially good example because it still looks good from an artistic point of view (so you wont' be too distracted by the fact it's actually really old and technically not that great by todays standards), and does have good layering of atmospheric effects in many of the levels.
What I do know about technology, is that sample and hold displays (meaning anything other than a CRT) display the image in such a way that the image blurs significantly to human vision until you reach 400 or so FPS on a display that can reach 400Hz or higher. Even the best displays are like this. The faster something moves, the more it blurs and the higher the frame rate and display refresh rate you will need to defeat it.
â„–19067[Quote]
>>18895Unreal Engine is owned by a company that's ran by commiepedotroon niggers though.
â„–19071[Quote]
>>18883 (OP)DarkPlaces, qFusion, SDL, defold, armory3d are your options. I am currently working on a Arena FPS and I wrote my own engine and editor, mostly for the learning aspect. I would also rather understand how everything works later down the line when the game goes live on steam and starts to have a cheating problem.
â„–19075[Quote]
>>19066> tranimeSNBC! It seems like you get really caught up in the details. Is this a form of specific perfectionism or perhaps
related to OCD?
â„–19076[Quote]
>>19071i hope it has a campaign mode. making an indie multiplayer only game probably isn't a great idea. a multiplayer game needs other people to play with. a singleplayer game only needs 1 person. suppose you have 10,000 population initially, and then it drops to 5,000, and then 1000, and then 500 (you probably won't have 10,000 initially). it's only a matter of time before very few people are playing, and your income stream stops. singleplayer games stand on their own
â„–19087[Quote]
>>19076Good idea. Probably why titanfall 2 still has a population. But I got no idea how to make a singleplayer campaign (and maybe a co-op, some of the best fun I had was playing zombies on the office LAN) because I am not a game designer, I mostly wrote Win/BSD drivers and firmware for embedded shit (switches mostly) so I got zero idea on how to build a single player campaign around a concept designed for multiplayer arena FPS with next to no lore (literally: here's a gun and a room full of other idiots, first to complete objective wins, have fun)
â„–19101[Quote]
>>18883 (OP)i think you should start off with unity or godot for your first few games then try making your own engine if you strike big
â„–19105[Quote]
>>18884>>18885Seconded. I use it both for professional projects in a team, and for personal projects.
Unreal has better inbuilt visual programming I think, if you're baginner. But these days you can simply use chatGPT to help you with code anyway.
â„–19246[Quote]
>>19066>Aryanime mascot to filter the normgroidsbased
â„–19262[Quote]
use sfml
â„–19275[Quote]
>>18883 (OP)Just write it in rust kek
â„–19320[Quote]
>>19071What about vulkan/opengl
â„–19322[Quote]
>>18894>redotBlazium albeit
â„–19334[Quote]
>>19320vulkan vs opengl is SNCA. opengl will be supported natively for a long, long time. even once it is no longer supported by hardware and drivers, there will still be translation layer libraries that leverage vulkan and dx12 so it won't matter and people will still write code in it for backwards compatibility. if you have to write low level graphics code i recommend avoiding vulkan. 1488 lines of code and 69 different settings structs for a triangle ahh library
â„–19363[Quote]
>>19332Bout time we fork it into:
< soydot engine - for the soyim â„–19367[Quote]
>>19334>vulkan vs opengl is SNCA.You're right. Just write DirectX.
But I do not think if you're soloing, DX12 is too time-consuming because Micoalsoft don't even have a proper documentation for it. DX11 is fine, but as time goes on, you'll have to adapt if you need something low level and want your game/engine more performant.
â„–20503[Quote]
>>19332I am pretty sure Wokot is a finely crafted ragebait shitpost
â„–20510[Quote]
GMS is slop.
â„–20511[Quote]
>>19275This but unironically
â„–20942[Quote]
>>18883 (OP)just use godot anyways
â„–20944[Quote]
>>19367vulkan and opengl are giga because linux support
â„–20979[Quote]
>>20944ev&doe dxvk exists and vulkan is brimestone niggerhell
â„–20992[Quote]
>>20979aint that some microsoft brim