The fully-fledged "game engines" such as Unity or Godot are the devil. See how I came to this realization. See the spoiler.
So it came to me–these lousy shovelware cocksuckers aren't even programmers! They're RPG Maker tards reborn! At least with RPG Maker games it's clear what it is. It's not only that any idiot can share their pseudo-"games", these common tools are useless for actually competent developers.
For instance, in a prototype I was able to reuse Fallout assets. I couldn't write code to reuse Fallout assets from the .dat files in the Godot editor. I'd have to add a ton of code to the "game engine" itself to handle .dat files.
The "rendering engine" category is less intrusive. They force a certain way of things but some of them are (may) be pretty sane. I'd definitely not want to write skeletal animation code. Too many formulae to get right.
In the end, let's use prebaked sprite animations and fuck it.
I was looking for something to prototype with, i.e. have a quick display for any new code or functionality without writing contrived scenarios in code. Saw a video on how a guy did this-and-that in Godot. So I read more about it.
Turns out, a game developer using Godot (or Unity, for that matter) is limited to what that particular "game engine" provides in its clickable user interface. They don't create the executable themselves, the "engine" does it for them.
There were few elementary things missing in the renderer (forward rendering only, incomplete baked global illumination). The last option left was to hack at the engine's rendering parts. Actually it had few separate renderers implemented for various APIs. Each possible implementation had a fuckton of lines to implement the clickable options for artists. Chances of writing a working renderer without turning it into a multi-week project? None.
Turns out, a game developer using Godot (or Unity, for that matter) is limited to what that particular "game engine" provides in its clickable user interface. They don't create the executable themselves, the "engine" does it for them.
There were few elementary things missing in the renderer (forward rendering only, incomplete baked global illumination). The last option left was to hack at the engine's rendering parts. Actually it had few separate renderers implemented for various APIs. Each possible implementation had a fuckton of lines to implement the clickable options for artists. Chances of writing a working renderer without turning it into a multi-week project? None.
So it came to me–these lousy shovelware cocksuckers aren't even programmers! They're RPG Maker tards reborn! At least with RPG Maker games it's clear what it is. It's not only that any idiot can share their pseudo-"games", these common tools are useless for actually competent developers.
For instance, in a prototype I was able to reuse Fallout assets. I couldn't write code to reuse Fallout assets from the .dat files in the Godot editor. I'd have to add a ton of code to the "game engine" itself to handle .dat files.
The "rendering engine" category is less intrusive. They force a certain way of things but some of them are (may) be pretty sane. I'd definitely not want to write skeletal animation code. Too many formulae to get right.
In the end, let's use prebaked sprite animations and fuck it.