Jump to content


  • Posts

  • Joined

Everything posted by SwineDK

  1. Regarding graphics, you are absolutely right that this is highly dependent, out of the box, on the engine. But if you have very skilled graphics artists and utilize physics based rendering and setup shaders to make it look realistic, then you can get realistic graphics with the same result in Unreal and Unity. This is related to how the engines talk to graphics cards on a "low level" and what features of the graphics cards, that the engines choose to utilize. But in regards to Unreal and Unity, there's not much difference if you have skilled developers. It is definitely possible to do what you want with all the different types of heads, hair, clothing, body-parts and all that.. But somebody have to make all these parts first and make sure that they look good. This is very time consuming and needs some artists to work full time on for many months. And it also requires coding the generator to build these zombies as well as quite a lot of networking code to make it work in multiplayer games. So it might be a great project for the next game for The Fun Pimps
  2. @Matt115 it really doesn't depend as much on the engine as it depends on the actual development and decisions of the game developers. Game engines can give a lot of advantages in supplying a lot of utilities and some "shortcuts", that the developer can choose to use or not. If the game engine doesn't support a specific feature, it can always be added by the developers, either through plugins or by writing the code themselves. This is also very true for a "random character generator". It is a concept that is independent of game engine, but will of course need to be written in the programming language for the game engine. And if the developers are more used to C# instead of C++, then it would be more suited to use Unity or Godot. In the end, it's better to use the engine that the developers feel is better suited for the project rather than choosing an engine, where a new programming language needs to be learned.
  3. That seems like a per-game issue. I haven't used Unreal, but pretty much any chunk loading system, independant of game engine, is usually developed by the game developers themselves.. I could be wrong about Unreal having a built-in system, but It would be weird if they had it build-in by default and set it up to center around the host instead of the local player, which would be the easier task.. at least in my mind, having built a couple of them.. Edit: for multiplayer games, it would not be a big issue for the clients to request a chunk far away from the host, that the host is managing physics and state for. It's pretty much just a bunch of numbers and some math calculations here and there. The biggest issue as I see it, are the floating point calculations, since the farther away from 0 you get with floating points, the more imprecise they get. But that can be fixed by some virtual movements of chunks.
  4. Long Term Support With LTS versions, Unity promises to supply support and regular updates for a longer period than non LTS versions, i believe it's 2 years.
  5. Yeah, it can be quite tricky with Unity to get great performance. We will be looking forward to help testing the game, when the Unity 2020.3 LTS is implemented. I read previously that you didn't have to do a lot of recoding for it, so I guess we can expect it for A20? We are a lot of eager beavers for that update 🤪 Do inform us if you need us to test something before the EXP build, hehe..
  6. Oh it's pretty easy as such. It requires some coding, but it's not rocketsurgery for a basic version that adds objects as needed, but otherwise retains the objects disabled, when they are not needed. But while you save some CPU, it requires some more RAM. at the moment. So it's important to analyze gains vs. cost, also in cost of development time.
  7. Yeah, instantiate is really expensive. I guess that you are pooling all kind of objects, not just zombies, to minimize instantiation while playing. I've read that the Unity c# job system could allow for thousands of objects while having great performance - I have no real experience with huge games like 7 Days to die, so I couldn't say if it would work for this though.. I guess that it could of course also be a huge task to implement, especially since it won't give a huge economic gain 😀
  8. Sequel confirmed..! What's it gonna be called? 7 days to die again? Or.. 7 days to die harder?
  • Create New...