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by lil-lugger
1068 days ago
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I’d love to make a game, and attempted to make a start with something simple like Unity and Godot. For me it felt like implementing simple things that basically every game has (clicking and dragging objects, or moving a player character with arrow buttons, collisions) required a lot of coding straight up. Rather than boilerplate code blocks or something. It’s not like I expect there to be no code,I expected to use code to explain to the game engine complex ideas/systems, not figure out how to do the things that almost every game has. I’m sure there are inflexible No Code game engines but is there something in between? |
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There was a time when you didn’t need to know what a shader was to build a game engine/game. The fixed function pipeline was super simple. Limited, but simple.
Vulkan and DirectX 12 made things even more complicated because they wanted to have better multithreaded support.
Engines try to bridge the gap between the APIs and games, but they end up creating an entire set of new things (like “scenes” and “nodes”) or entire new languages (like gdscript) that you have to learn. (yes I am aware that Godot supports multiple languages)
These days I probably use monogame the most. It seems to provide just enough to make things “easy” for me without introducing a ton of new stuff as a learning curve. Outside of that, OpenGL still exists, and you can probably find some basic shaders should have have no desire to learn all about pixel/vertex/whatever shaders.
…or maybe I am just old and cranky and miss the good ole days.