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Looking for help on starting a rather large project

Started by May 01, 2018 10:24 PM
17 comments, last by the incredible smoker 6 years, 6 months ago
On 5/11/2018 at 9:06 AM, the incredible smoker said:

btw : i hear from friend unity is getting update to make performance faster.

Unity has been in constant development since it was first launched over a decade ago. It has a team of over 1500 people working full time to make it better, faster, stronger, and more capable.

 

Don't worry about trying to remake exactly the same game. You can't, and even if you think you wanted to remake that game, you'll discover that you really don't.  There are many amazing games that started as "spiritual successors". Those are games where the person was inspired by a great game, the person tried to re-create the elements that were the core fun, and added their own creative twist to make something new and incredible on its own.

 

On 5/10/2018 at 12:36 PM, the incredible smoker said:

I hear from several gamers that most games with unity are not fast running.

It's important to know that you can make a bad game in any engine, using any language.

 

Unity used to have a difficult time with multi-threading, which affected console performance especially. I'm not sure if that's better now or not, but it's fully possible to make awesome games with Unity. For example, see Ori and the Blind Forest.

 

Hello to all my stalkers.

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Wow that game looks amazing, it makes my games look like crap.

Multithreading sucks anyhow, that game also dont look like a multithreaded game.

I hope one day i will make a game like that.

 

 

S T O P C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor

4 hours ago, Lactose said:

It's important to know that you can make a bad game in any engine, using any language.

This is something a lot of new people don't seem to understand. They some how associate a good game with (x) language/engine/program ect.... These are simply tools used to create a game but will not guarantee a good game.  :) 

Programmer and 3D Artist

3 hours ago, the incredible smoker said:

Multithreading sucks anyhow, that game also dont look like a multithreaded game.

Err... What makes you say multi-threading sucks, and why does this game not look like one?

Hello to all my stalkers.

13 hours ago, the incredible smoker said:

Wow that game looks amazing, it makes my games look like crap.

Multithreading sucks anyhow, that game also dont look like a multithreaded game.

I hope one day i will make a game like that.

 

 

Multithreading is difficult to do correctly or well, yes.  It actually far from sucks.  It makes a lot of things easier when you can go wide.  Like updating particle systems is something that makes wonderful use of multithreading.  Programs just transform data, and multithreading allows that transformation to happen faster.

Since most games at that level are multithreaded these days, I would say it's more likely to be then not be multithreaded.  Unity and UE4 are both multithreaded engines too, though unity's multithreading support has matured a lot from my understanding in the last year or so.

"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." --Benjamin Franklin

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Both Unity and Unreal give the user-edited code the appearance of being single-threaded. All the stuff the user writes operates on a single thread by default.

A few small pieces are exposed in the form of asynchronous functions offering callbacks, fire-and-forget commands, or other calls you can make which return immediately and eventually result in state or data changes.

They provide access to the libraries you can use if you want to enter the realm of multithreading, with all the performance possibilities, race conditions, locking concerns, and bugs that come with it. 

Exactly, bugs that might appear, even if it is not a bug, i dont like the way it works, to slow physics etc, you dont have to expect precise timing.

I better have a bad looking game that plays perfect then a game that has cars riding in/thru objects then later adjust the position back when they found out it already hitted something.

Maybe i should make a topic about to learn how to load next stage in background.

Also a CD spinning while loading looks also nice.

 

S T O P C R I M E !

Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor

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