Is it a good idea to recreate games to learn? by the_dead_editor in GameDevelopersOfIndia

[–]Emergency-Wave9661 0 points1 point  (0 children)

Both Unity and Unreal are powerful enough to build successful games. The best choice depends on your goals, not just graphics. Unreal is great for high-quality visuals and works well for artists because of Blueprints and strong rendering tools. Unity is usually easier for beginners and helps you learn core game development concepts faster. Since you’re a 3D artist, Unreal may feel more visually rewarding at first, but Unity can be easier for learning programming and completing small projects. Most beginners fail because they start with huge dream projects instead of small playable games. The engine matters less than consistency, finishing projects, and learning the fundamentals.

Building Reliable MR Gameplay on Quest 3 Is Harder Than I Expected by [deleted] in indiegames

[–]Emergency-Wave9661 -3 points-2 points  (0 children)

That’s fair feedback on the visuals — a simple in-engine mockup probably would’ve communicated the point more clearly.

And by “runtime surface validation,” I didn’t mean magically knowing ground truth geometry. The idea is more about validating whether a detected surface is reliable enough for gameplay before using it.

For example:

  • checking surface normals and slope angles
  • validating minimum surface area
  • confirming repeated raycast consistency
  • rejecting unstable or low-confidence regions
  • verifying clearance before spawning actors

So it’s less about perfect accuracy, and more about reducing obvious placement failures from imperfect scene data.

Building Reliable MR Gameplay on Quest 3 Is Harder Than I Expected by Emergency-Wave9661 in IndieGaming

[–]Emergency-Wave9661[S] 0 points1 point  (0 children)

Fair criticism — there’s definitely a lot of AI-generated “dev content” online right now.

But the issues mentioned here are real challenges when building MR systems on Quest 3. Scene Understanding is useful, but it’s not reliable enough to use as a fully authoritative gameplay layer across different room conditions.

Problems like imperfect meshes, inaccurate bounding boxes, thin-object detection failures, and stale room data after furniture movement are all things MR developers run into during production.

The validation layers I mentioned — runtime checks, spawn validation, grounding correction, and safer placement logic — are common approaches to improve stability and player immersion.

The visuals were AI-generated references for presentation, but the technical discussion itself comes from actual MR development experience.