| ▲ | MindSpunk 20 hours ago | ||||||||||||||||||||||||||||
Seems like a cool project. I don't understand why they're calling out the FPS of an empty scene as a useful number compared to Unity though. Ignoring that this engine will have a fraction of the features of Unity (the likely reason for the FPS number in the first place), it's just a useless benchmark because it's an empty scene. `while (true) {}` will get you the same thing. I'd wish they'd highlight how the engine helps you make a game rather than arbitrary performance numbers on microbenchmarks that don't generalize to a real game project. You can absolutely be faster than Unity, but "9 times faster than Unity out of the box" is not a number people should take seriously without the context of where the number comes from. I wish them well though. I'm always interested to see more work in implementing engines in GC languages. I'm personally quite interested to see what can be done in modern GC languages like Go or (modern) C# which provide lots of tools to limit GC pressure. Being able to write C-like code where needed in an otherwise managed runtime is a really powerful tool that can provide a best-of-both-worlds environment. | |||||||||||||||||||||||||||||
| ▲ | eek2121 11 hours ago | parent | next [-] | ||||||||||||||||||||||||||||
Agreed. Unity has a ton of features that even Godot lacks. (Unreal also has a ton of features they all lack). I know a lot of different languages and frameworks, from C/C++ up, so I say this: The language is never the issue. Language is just syntax. ease of use is everything. I've been wanting to make a game for a long time. I toyed with OpenGL/DirectX at multiple points since the 90s, even going so far as to creating a really cool tech demo/engine that scales with CPU core count. However, those days are in the past. I really want to focus on not writing a ton of graphics and sound code. I really want to focus on the game logic and the game itself. The above is one of the reasons I'm finding it hard to get into Godot, even though I *really* like the project (and wish I could fund it, alas, I'm unemployed, permanently). Unity just happens to be robust enough that I might be able to scrap together a prototype. It has built in things like a terrain editor, tons of educational material, an asset store to get some placeholder assets, etc. I saw a comment mentioning how Warcraft 2 was so awesome because it had a great editor. I saw that and also Starcraft had an amazing editor. Neverwinter Nights also had an amazing editor. We need something like that with a good license to build games. Every engine that even somewhat approaches that area blows up in complexity, has a super restrictive license, or doesn't allow you to build your own executables. RPGMaker actually is pretty decent for 2D games, however the fixed resolution and constant dramatic shifts between versions, previous licensing issues (I haven't looked at their current license), and more make it a no go for a serious commercial game...and it doesn't do 3D. Sorry for the rant. Don't even get me started on how much more complicated the transitions from DX8-DX12 or OpenGL 1.x/2.x -> Anything else have been. ;) | |||||||||||||||||||||||||||||
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| ▲ | johnnyanmac 17 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||
I see it as overhead for the base engine. Though yes, even unity has some post processing built in that would affect performance. But, I will always correct the cardinal sin of "using FPS to measure performance". Especially for an empty scene, this is pretty much snake oil. 200 fps is 5 milliseconds 1800 fps is a little pver half a millisecond. Giving back 4.5 milliseconds doesn't means much if any sense of real work will add it back. | |||||||||||||||||||||||||||||
| ▲ | james2doyle 19 hours ago | parent | prev [-] | ||||||||||||||||||||||||||||
Still not "9 times faster", and still seems disingenuous, but here is one comparison that is at least given with some more context: https://x.com/ShieldCrush/status/1943516032674537958 | |||||||||||||||||||||||||||||
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