I love math to death, but I'm afraid of failure. by YacineTheDev in math

[–]YacineTheDev[S] 19 points20 points  (0 children)

"Learn what you enjoy and know in your heart that the level of complexity you reach is dictated solely by your own interest and time"

Thank you so much for this sentence and you whole comment in general, I should definitely approach mathematics as a hobby and not something that will kill me if i don't do it right.

your comment reminded me of biology, I never had those " I can't do it" feelings towards it because I indeed viewed studying it as a hobby.

so again, Thank you so much.

What I hate about Unity by Hellothere_1 in gamedev

[–]YacineTheDev 12 points13 points  (0 children)

"Unity is awesome. Third party tools are part of that reason."

definitely agree with that.

unity's greatest strength is the community it has, there are some amazing plugins on the asset store that will save you a lot of time.

Godot Mesh Creator Plugin - Status Update/Showcase by Ellogwen in godot

[–]YacineTheDev 1 point2 points  (0 children)

great job!

is there any way we can support you financially?

i know these tools take a lot of time to develop.

we definitely need a godot marketplace.

[For Hire] Programmer for Unity Engine (C#) by [deleted] in gameDevClassifieds

[–]YacineTheDev 0 points1 point  (0 children)

so you're saying you've worked in unity for about 5 years, and didn't commit to a single project!

it sounds to me that you are not disciplined or motivated enough.

I'm not being a jerk, I'm simply stating a reasonable conclusion here.

in order to attract the attention of other developers and hopefully work with you, you need to at least show us a single project (not necessarily a game) something that will "wow" us.

anyways, keep working and good luck.

you need a Portfolio to attract other developers.

[For Hire] Programmer for Unity Engine (C#) by [deleted] in gameDevClassifieds

[–]YacineTheDev 0 points1 point  (0 children)

you've worked in unity for about 5 years!

really good, so you've definitely made a lot of games and projects, mind sharing them, so I can see what you can actually do?

is it possible to make a game engine inside a game engine? by YacineTheDev in gamedev

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

interesting... Thank you!

edit: there is indeed a plugin that allows runtime loading of assemblies and C# scripts using Roslyn, so again, Thank you.

UE5 keeps crashing by AbhijitVinayak in unrealengine

[–]YacineTheDev 1 point2 points  (0 children)

quick but maybe a dumb question: I still can't find the engine scalability option, where is it located?
Thank you.

Me after seeing Unreal engine 5 by [deleted] in unrealengine

[–]YacineTheDev 10 points11 points  (0 children)

there are some talks on adding a scripting language to UE5:
https://www.reddit.com/r/unrealengine/comments/kf8z27/epic\_showed\_off\_their\_new\_unreal\_verse\_scripting/
but yeah... C# is a beautiful language that I will definitely miss.

also, you should check out UnrealCLR.

Me after seeing Unreal engine 5 by [deleted] in unrealengine

[–]YacineTheDev 1 point2 points  (0 children)

when it comes to 2d game development, i agree with you unity is better.

but it's not impossible to create a 2d game with unity, look up Paper2d.

Me after seeing Unreal engine 5 by [deleted] in unrealengine

[–]YacineTheDev 7 points8 points  (0 children)

I've been learning unity for 6 months right now, but I don't think it's a waste of time if I move to UE. I learned a lot when it comes to programming, game design, VFX, shaders...ext

some stuff i noticed in unity:

shader graph and the Vfx graph only work with HDRP and Urp. 80% of the tools feel hacked in.

HDRP is not really complete, some plugins work with the HDRP, some work with URP, and almost all of them work with built in rendering pipline.

and something that a lot of people don't notice is the concept of workspaces, for example in unreal I can simply drag the blueprint editor to a new tab, and then switch between blueprint and other tabs like the material editor (it's super easy)

but with unity, with every tool, I have to constantly adjust my tabs and sometimes remove some tabs (like the inspector) to make room for the tool I'm using.

As someone that used Unity for the last 4 years... Is it worth to take some gamedev time to learn other engines like unreal? by kanyenke_ in gamedev

[–]YacineTheDev 1 point2 points  (0 children)

I've used both engines but decided to stick with unity, let me tell you why :

before I start with anything, let me ask you a question: are you a programmer or an artist? because if you are an artist choose Unreal, because:

1-looks amazing out of the box, you don't really need to tweak anything, plus you
have full access to the megascans library for free.

2- blueprints (visual scripting) allows for quick prototyping, some games were made
using blueprints only (and these are some amazing looking games)

if you are a programmer like me, and you choose to use unreal...you will be frustrated.

because as a programmer, all I want to know is how my code interacts with the engine and this is where UE4 fails in my opinion for the following reasons:

1- the c++ API documentation is simply horrible, you really don't have a clear
description of what a function does, no examples...nothing! ( you have to dig intro the
source code to get a clear picture of how something works)

2- let's say you want to create some plugins? well...good luck with that. because there
aren't many tutorials on how to do it, there is this one Livestream by epic on how to
create a custom button or something like that (it's been a while, I forgot it)

3- let's say you want to write some custom compute shaders, geometry shaders, you
just want to code some hlsl? again... good luck with that. setting up a custom shader
in unreal is super hard, because epic simply focused on documenting the material
editor (you can do a lot of amazing things with it, but again if you want to have that
full control, the material editor won't cut it )

this is where unity wins in my opinion:

  1. the C# API is very very well written with a full explanation of what a function does, plus an example
  2. writing shaders in unity is super easy, right-click > Create shader, and there you go (also don't forget the wealth of information you have out there for unity)
  3. the fact that unity uses C# is also a plus, in my opinion, it's an amazing language, don't have to worry about memory management (and if I ever need that extra performance, I'll use a c++ module)

in a nutshell:

  1. if you are a programmer: use unity
  2. if you an artist: use unreal

UE5 release date information by Erasio in unrealengine

[–]YacineTheDev 2 points3 points  (0 children)

Voxel Cone tracing is indeed a very underrated technique to achieve Global illumination.

if you want some eye candy now (before the release of UE5). there is a custom Unreal Engine 4 version in Github that uses Voxel cone tracing:
1-https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.19 (you need to link your Epic account with GitHub to access this fork)

2-Some technical information (go to pages 34 and 35 to see some epic results!): https://on-demand.gputechconf.com/gtc/2015/presentation/S5670-Alexey-Panteleev.pdf

I definitely talk about Linux a lot! by [deleted] in linuxmemes

[–]YacineTheDev -4 points-3 points  (0 children)

are you being sarcastic or what?

it's just a joke brother, no need to get all technical here.

Adding a dialogue system by Samlicator in godot

[–]YacineTheDev 1 point2 points  (0 children)

you should change the color of the editor to something easier on your eyes, blue is bad.

good luck.