JoeJ said:
which would require some new standard on memory and mainboard, like consoles do. Or put the memory on the APU package, like Apple does. PC feels stuck in legacy standards and a fallacy of expected ever growing performance for free. Game devs should counteract by keeping minimum specs low, imo
I'd agree before I needed to think about a new PC setup as mine has reached end of it's lifetime in late 2020. I can't say anything except AMD has reached a very good position between the CPU and GPU market. They don't need expensive hardware at all (letting the fact rest that we suffer from increased hardware prices in every section, not just gaming and the crypto hype is still ongoing) to even beat NVidia. Their newly released Ryzen CPUs (2020) and theyr Radeon RX 6XXX GPUs work together so that you can bypass usual bus limits and instead access the GPU directly. It's like blocking an entire highway to let an ariplane start. While you can get a CPU/GPU package of a very good quality for less than 700$ (listed). And sorry but raytracing makes games look a lot more impressive than usual shadding can do.
I also think standards are ok as long as they're reveiwed regularly. It doesn't matter if the standards are from the 70s or the 80s (C++ ?) if they make sense. I guess this is also somehow Intel's fault and Microsoft's lazynes to not support any platform they don't have to. Sure a generic hardware standard would be useful for doing some tricks like on the Console hardware by just typing some strange magic numbers into your code to address certain parts of the hardware but you should't forget that we live in a mixed environment and not just on a gaming only ecosystem.
I agree with minimum specs but I also want to see my games become impressive if I have the power to do so.
C-Research said:
This would obviously require my digging into such libraries, but I can see how such engines might be too integrated to allow this. There are also licensing issues. Thoughts?
I've worked with a lot of projects using either Unreal or Unity past 10 years. My thoughts on them is that most modern game engines (and this also includes Godot) are monolythic honeypots that trap you with their promise of simplicity but become very fast very resistant to requirements that lay outside of the intended design flow. Use them if you have to, if you're at the beginning of a journey and don't have time and/or budget preasure, try to find alternatives or start making your own one. There are a lot of different open source projects on GitHub, Urho3D for example.
This is a personal opnion but none of the existing solutions fulfill my requierements to modern game development or development at all. That's why we started to develop our SDK and custom tools and keep everything in building blocks like a good Lego set.
JoeJ said:
Regarding css, personally i did not like it when i worked on web development. It's writing scripts, running web browser to see how it looks, edit script and try again. Not really artist friendly. Also, different browsers generate slightly different layouts, so i could not use it for pixel perfect design which i needed in my case. Further, to generate animations, popups, transitions and such stuff, you have to write JavaScript code as well. It's a widely used standard, but not something efficient game developers aim for.
Sounds like you used some legacy CSS, isn't it!? In current web standard HTML5 and CSS3, everything is aimed to work similar on all platforms. Also CSS Animations are supported since at least 10 years without JavaScript.
That's why we added CSS to our UI framework as a style option. The standard is pretty good and I also wrote a custom parser for HTML/CSS to be added to the framework.
C-Research said:
IMGui for tools and simple games until I find better solutions seems like a good place to start
Game UI and GUI (which are 2 different topics indeed) are very complicated topics. Everyone has their own requierements but as long as it works for you and isn't too complicated to implement and maintain in your game, everything is a good solution as long as it fulfills your needs ?
There are also very good commercial solutions: Noesis GUI for example implements standard WPF (Microsofts XAML based GUI solution for .NET). So once you got into WPF, you could not just write GUI based tools but also game UI and it is already used in prominent games. I came across this when I was doing research into UI frameworks and their concept is quiet good