• lorez@lemm.ee
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      1 year ago

      Is there a way to convert it to use Godot or Unreal? I understand nothing about programming a game but… oh damn

      • HiddenLayer5@lemmy.ml
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        1 year ago

        Not really. Assets are more or less portable with some effort, but not the logic. There are tools to help you port your code but it more or less requires a complete re-write.

        • cactusupyourbutt@lemmy.world
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          1 year ago

          though to be fair, a big part of writing the logic is figuring out the logic, designing the system and interactions etc. so while it is a big task, its much smaller than starting over from scratch

          • HiddenLayer5@lemmy.ml
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            1 year ago

            Fair enough, but it’s still a massive time and resource sink. You also can’t really implement new features during the re-write lest project creep gets out of control, and even after the rewrite the product will be less stable than the original for quite a while until it’s had sufficient time to mature.

            It might be worth the investment to ditch proprietary software from a predatory company and jump to open source though, which can’t really pull shit like this in its future.

          • niisyth@lemmy.ca
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            1 year ago

            Not necessarily since different toolsets have different logic operators and transformers and the logic isn’t always 1-1. I’ve moved enough code from even the same language but different implementations, nothing to say of entirely different system and languages.

            Speedruns show how much of a bodge jobs a lot of games are and how much they could be broken.

          • orca@orcas.enjoying.yachts
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            1 year ago

            Something else to think about is that it will potentially make it so there are more patches required, and those patches may take more time to cycle to production. Companies that had deadlines and a work schedule planned are now thrown into disarray.

      • Im_Cool_I_Promise@lemmy.world
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        1 year ago

        Someone has pulled off porting an Unreal map over to Unity before, but a lot of the maps lighting and other effects were completely lost. Look up Stanley parable rocket league. It’s definitely possible to port Unity maps to other engines and vice versa, but it would take a lot of work and a lot of rebuilding everything from scratch

        • drcobaltjedi@programming.dev
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          1 year ago

          So Davey Wreden, writer and creator of the stanley parable, has a brother who is a youtuber, DougDoug. When ultra deluxe dropped Davey joined his brother playing through the game again. Anyway, at one point in the video he mentioned that in order to port over the rocket league map they needed to hire an outside consultant to port it.

      • 👁️👄👁️@lemm.ee
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        1 year ago

        No, they’d have to start from scratch. They’re entirely different engines and everything is very specific to the engine, down to the tooling and languages used.

        • Aceticon@lemmy.world
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          1 year ago

          It depends.

          I’m working on a game with Unity and the software design has been done in a way that keeps most the game itself as data, and uses the Unity stuff mainly as something to display multiple views on the state of the data (a 3D view of the game space, multiple UI elements diving into slices of the data an so on) - basically a Model-View-Controller Architecture, so moving from Unity to something else doesn’t require a rewrite (in fact such structure makes it possible, for example, to with some ease change the game’s visuals from 3D to 2D), though it would still be quite a lot of work.

          However my game is survival-management in space (within one or more generated star-systems, so it was simplified down to a 2D plane) which doesn’t relly on Unity things like terrain, navigation meshes or even colliders to constrain the movement of objects in the game, so calculating “what happens next” (say, the movement of planets or the guidance of ships going from planet to planet) gets decided using Maths at the data level without going through the Unity layer, and Unity is mainly the means to get user input comes and the layer that gets updated with the state of the data at the end of each cycle (i.e. game objects get moved around) which it the uses for rendering.

          Other games which are not reliant on Unity to do the heavy lifting for objects interactiong with other objects on a 3D space, such as 2D platformers, can probably use a similar architecture, but for example something like Valheim or Planet Crafter (were the player controls a humanoid avatar on a 3D world which is mainly terrain) is probably much harder to move out from Unity,

          • 👁️👄👁️@lemm.ee
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            1 year ago

            Not to mention I’m sure they use third party tools to help with things. Bigger games like Genshin Impact for example, are on an older version of Unity where they heavily modified the engine to suit their needs. That would take a tremendous amount of work to move, and they’d have to redesign their entire graphics pipeline. Which also Godot has gotten better, but is still far behind the others in terms of high end graphics. That’s why it’s usually seen as the go to for indies, and not so much high end games. Also they don’t plan on making anything like DOTS, but I’m not sure how relevant that actually is.

        • lorez@lemm.ee
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          1 year ago

          Oh my…what a waste of time, money, old games will be removed I imagine, knowledge. All to gain what? Developers are already moving away from Unity. It’s one company after another going to hell and causing damage.

      • ComradeKhoumrag@infosec.pub
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        1 year ago

        Probably not but the good news is a lot of the pains of developing a game is that unlike most projects you need 10 artists for every one programmer

        So, while core logic will likely change, all the other assets and planning is done. It shouldn’t be as bad as remaking it from scratch

        • tabular@lemmy.world
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          1 year ago

          I’m not an artist but some of that work may be done in the engine, and so is not simple imported into it. I assume much is though.

          • ComradeKhoumrag@infosec.pub
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            1 year ago

            I am not an artist either, so take this with a grain of salt, but a quick Google search suggests the two should be convertible