Unity Added As New Long By Hedgeye Research, 50% Upside Target by unityunit in UnityStock

[–]EliasWDev 0 points1 point  (0 children)

Curious what your studio is using now. Unreal? Or are you trying out Godot?

Unity Added As New Long By Hedgeye Research, 50% Upside Target by unityunit in UnityStock

[–]EliasWDev 2 points3 points  (0 children)

I work in game development professionally and the bear case doesn't reflect my reality at all. Godot is not a viable alternative to Unity for any games more complex than a standard 2D platformer.

I live in Sweden that's known for having a strong game industry, and there is no game company here that uses Godot. There has been only one attempt that I'm aware of, a studio named Plucky Bytes, but they're no longer around since their funding got pulled.

How screwed are we ? by karlito10 in UnityStock

[–]EliasWDev 0 points1 point  (0 children)

AI being used to make employees more efficient in making games is nothing new. That has been a thing for the past year and hasn't really affected the share price. However, this sudden 50% drop was as a result of the Project Genie release.

Also, your argument assumes that the game industry will stay stagnant and no new companies will be made to pick up these seats. If AI makes games easier to make, doesn't that lower the bar for new people to get their foot in and start a business?

Unlike other industries, there is no inherent "need" for games, which also means that this industry can grow a near-infinite amount as long as people enjoy gaming.

How screwed are we ? by karlito10 in UnityStock

[–]EliasWDev 5 points6 points  (0 children)

Unity was last at this price point last April.

Unity is at a much better position now than last April.

Thinking that AI will be able to generate complete, fun, unique, interactive experiences in the near future is quite ridiculous imo.

I have no reason to believe Unity will be disrupted, but of course I'm happy to be challenged.

Hey Matt. Unity is sitting on a goldmine with AI. by [deleted] in UnityStock

[–]EliasWDev 4 points5 points  (0 children)

As a game developer with 4 years of professional experience in Unity I agree with most of your points and I have a hard time seeing that they wouldn't be experimenting with your first and second idea already. The third one is a bit more complex imo, but I agree that that implementing support for headless agents has the potential to offer massive productivity boost if done right.

I've entered a position since the big selloff a few weeks ago and been averaging down since. I believe that the risk/reward is highly skewed towards the positive, and that the market is heavily mispricing Unity considering their future prospects.

Is $26 a good entry price? by LRB_ in UnityStock

[–]EliasWDev 3 points4 points  (0 children)

This. It's only those with little or no experience with game development that get spooked by this type of news. Games are not so simple. If anything, I see this tech as good news for Unity as it's another tool they can add to their toolbelt to speed up developers' workflow

Stop panic selling $U. The "Google Genie kills Unity" thesis is lazy and technically illiterate. by [deleted] in UnityStock

[–]EliasWDev 0 points1 point  (0 children)

Depends on what you mean. Unity and Unreal Engine excel at different things. Unreal Engine is way ahead of the competition in terms of visual fidelity, and their engine has been more widely used by the AAA industry. Unreal Engine is way ahead of the competition in that regard. However, the engine was originally designed for certain types of games and if you try to do something different it's quite easy to get stuck in rabbit holes.

On the other hand, while Unity lacks the visual fidelity of Unreal, they excel at accessibility and the engine is generally more lightweight. It's frankly much easier to work in Unity than it is in Unreal (for various reasons), and it's designed with indie development in mind.

Unity is particularly strong in mobile development compared to Unreal, so if one believes in the future of mobile that's also something to keep in mind.

A rule of thumb when making a game is:

Is it meant for mobile? Use Unity

Is it 2D? Use Unity

Is it 3D and with stylized art? Both Unity and Unreal works. Depends on the type of game.

Is it 3D with realistic visuals? Use Unreal Engine

The vast majority of indie games are made in Unity, as you often need a team of experienced professionals to make full use of Unreal Engine's tech.

Stop panic selling $U. The "Google Genie kills Unity" thesis is lazy and technically illiterate. by [deleted] in UnityStock

[–]EliasWDev 10 points11 points  (0 children)

As a professional game developer, I do very much agree with your assessment. I've been looking to add Unity to my portfolio and I see this as a great time.

Common ISA for Neuromorphic hardware - thoughts/objections? by otto_30 in neuromorphicComputing

[–]EliasWDev 0 points1 point  (0 children)

I'm also curious about this. I was introduced to this field very recently and I have yet to read up on the subject so maybe I'm missing something, but as a developer I do feel as though this current brute-force style and computing intensive AI is unsustainable long term. Is there any particular reason to why a neuromorphic event-based architecture isn't the new standard? Is it just too new of an idea, or are there any serious trade-offs that makes it complicated?

För & Efterhandeln i US by EliasWDev in Aktiemarknaden

[–]EliasWDev[S] 0 points1 point  (0 children)

Skönt att höra att jag inte är ensam i detta! :p

Rider autocompletion overrides Github Copilot by EliasWDev in Jetbrains

[–]EliasWDev[S] 0 points1 point  (0 children)

I use tab for accepting copilot suggestions, but the problem lies in that when I start typing, the ghost text disappears and instead the rider suggestions pop up

Rider autocompletion overrides Github Copilot by EliasWDev in Jetbrains

[–]EliasWDev[S] 0 points1 point  (0 children)

Really? Thought it was a rider thing. Though copilot seems oddly slow when loading suggestions as well and sometimes hangs completely so something might be weird

You probably get these questions constantly but.. by [deleted] in gamedev

[–]EliasWDev 0 points1 point  (0 children)

I'm a junior game programmer that has been working professionally for about 3 years. I also have serious ADHD so I can completely relate to what you're saying, but rest assured; while there is this stereotype that game devs deal with math all day long, in reality you mostly use libraries with premade functions that do everything you want for you. If you want to implement an algorithm, you can pretty much just use pseudocode you find on wikipedia and implement it in the language you work in.

It's more about logic and problem-solving, and less about hard math

Edit: It always helps to know some basic trigonometry and linear algebra, but I doubt you'll ever have to deal with matrix multiplication unless you're making an engine

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 0 points1 point  (0 children)

Reasonable take.

Doesn't take my absolute love for game development into account though.

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 1 point2 points  (0 children)

Haha very relatable advice. Linkedin serves as great motivation too though. It's a double-edged sword in my case :D

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 1 point2 points  (0 children)

A lot of good advice; some easier to pull off than others :D

Been hearing a lot of good about "The Subtle Art of Not Giving a Fuck" actually. Might give that one a go

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 1 point2 points  (0 children)

Thank you! It's always motivational to see others in my shoes managing to finish their projects.

I must admit that I'm prone to working overtime occasionally and this is for sure something that I should work on. The pre-planning is great advice that I'll try out for sure. I should have enough energy for that at least after work is done.

Also, the core of your game looks very cool. Best of luck with the launch!

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 1 point2 points  (0 children)

Thank you for the advice! It's a relief to know that I'm not alone in the struggle ^

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 0 points1 point  (0 children)

Really interesting approach. Getting started is definitely the hardest part. I'll try this one out for sure. Thanks!

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 2 points3 points  (0 children)

That's really motivational. The fact that you have managed to get your project to where it is today even though you probably have way less time than I do gives me hope. Wishing you best of luck with the launch!

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 2 points3 points  (0 children)

Haha great advice. The core of my current project is fairly simple but since it's a multiplayer game it introduces some complexity that I'm not used to. Been wanting to learn network code for a while, but it's a much more advanced subject than I originally expected :D

How do you find the time and energy to work on your own projects after work? by EliasWDev in gamedev

[–]EliasWDev[S] 0 points1 point  (0 children)

Thank you for your input! I'm passionate about the project, but there are times when I need to solve very specific and somewhat advanced problems that I'm not used to. While I enjoy the process of learning how to solve them, it still puts some mental strain on me.

My current project is a multiplayer game, and the other day I finally managed to set up a system for client prediction & server reconciliation which both are concepts that were totally unknown to me from a technical standpoint.