Posted July 18, 2022
AWG43
Registered: Aug 2013
From Ukraine
lupineshadow
New User
lupineshadow Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2012
From Japan
Posted July 18, 2022
lupineshadow: Unity already had telemetry built into the engine.
It's getting to the point where you say "Oh, it's a Unity game? No thanks, I value my computer security."
AWG43: You don't have to worry about telemetry if you already use Windows 10 though. It's getting to the point where you say "Oh, it's a Unity game? No thanks, I value my computer security."
https://getfedora.org/
Time4Tea
Free speech and honey!
Time4Tea Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2015
From United States
Posted July 18, 2022
I'm going to have to be a lot more careful about games that use Unity in future, as it seems to be getting worse in terms of respecting user privacy. I hope many developers will consider switching to something less intrusive.
dtgreene
vaccines work she/her
dtgreene Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2010
From United States
Posted July 18, 2022
Well, fortunately you can install Godot on Fedora:
https://src.fedoraproject.org/rpms/godot
https://src.fedoraproject.org/rpms/godot
rtcvb32
echo e.lolfiu_fefiipieue|tr valueof_pi [0-9]
rtcvb32 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Aug 2013
From United States
Posted July 18, 2022
Recent Yong Yea on the subject...
Former EA CEO & Unity CEO Says Devs Who Shun Microtransactions Are "The Biggest F***ing Idiots"
Unity Face Mass Protest After CEO Purchases Malware Company, Lays Off Hundreds, & Calls Devs Idiots
Ex EA CEO & Unity CEO Apologizes After Calling Devs Idiots For Rejecting MTX & Nobody Is Buying It
Former EA CEO & Unity CEO Says Devs Who Shun Microtransactions Are "The Biggest F***ing Idiots"
Unity Face Mass Protest After CEO Purchases Malware Company, Lays Off Hundreds, & Calls Devs Idiots
Ex EA CEO & Unity CEO Apologizes After Calling Devs Idiots For Rejecting MTX & Nobody Is Buying It
LiefLayer
I'm darkness
LiefLayer Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2013
From Italy
Posted July 18, 2022
I don't like the CEO of Unity, I don't like the merge with a company that was creating malaware like software.
But I still like the engine itself and I only use it for personal project so it's not the end of the world for me if the company itself is not that great...
Still if I will migrate in the future I'll use Godot.
I don't really like Unreal, and I want to use C#, and Godot is a lot closer to Unity than anything else.
Still not sure if I can do some things like auto-path for point&click movements, animation-merge and a lot of other things that unity offer, but on the development part it should be easy to migrate and I'm sure there are ways to workaround any problems.
In the end I don't use Godot because when I started there was no Godot (I love the fact that an Open Source engine that's actually good is so popular).
The only real problem is that I don't really got the time to do that kind of migration right now for my main current personal project.
The input system, the touch screen support, the movement system (both point&click, joystick and keyboard/mouse), camera system (both 3rd person, isometric and 1st person camera), animation merge for the movement system (with jump/fall), menu system... that's the kind of stuff not easy portable.
While the save system (I made it from zero since the default system sucks), conversation system, quest system, translation system ecc... are all easy portable.
Also not sure if in Godot there is a folder that I can use both on mobile and pc... In Unity I usually copy the StreamingAssets folder (read only) to the persistentDataPath (read/write) to write any preference/save to the user pc and allow the user to modify the data.
If there is I'm sure I can migrate without a problem, but without that kind of support I cannot port anything.
Still if there are no problem I'll continue to use Unity, as a developer that don't like to collect any data from anyone I try to remove anything weird like telemetry.
But I still like the engine itself and I only use it for personal project so it's not the end of the world for me if the company itself is not that great...
Still if I will migrate in the future I'll use Godot.
I don't really like Unreal, and I want to use C#, and Godot is a lot closer to Unity than anything else.
Still not sure if I can do some things like auto-path for point&click movements, animation-merge and a lot of other things that unity offer, but on the development part it should be easy to migrate and I'm sure there are ways to workaround any problems.
In the end I don't use Godot because when I started there was no Godot (I love the fact that an Open Source engine that's actually good is so popular).
The only real problem is that I don't really got the time to do that kind of migration right now for my main current personal project.
The input system, the touch screen support, the movement system (both point&click, joystick and keyboard/mouse), camera system (both 3rd person, isometric and 1st person camera), animation merge for the movement system (with jump/fall), menu system... that's the kind of stuff not easy portable.
While the save system (I made it from zero since the default system sucks), conversation system, quest system, translation system ecc... are all easy portable.
Also not sure if in Godot there is a folder that I can use both on mobile and pc... In Unity I usually copy the StreamingAssets folder (read only) to the persistentDataPath (read/write) to write any preference/save to the user pc and allow the user to modify the data.
If there is I'm sure I can migrate without a problem, but without that kind of support I cannot port anything.
Still if there are no problem I'll continue to use Unity, as a developer that don't like to collect any data from anyone I try to remove anything weird like telemetry.
Post edited July 18, 2022 by LiefLayer
Orkhepaj
SuperStraight Win10 Groomer Smasher
Orkhepaj Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2012
From Hungary
Posted July 18, 2022
LiefLayer: I don't like the CEO of Unity, I don't like the merge with a company that was creating malaware like software.
But I still like the engine itself and I only use it for personal project so it's not the end of the world for me if the company itself is not that great...
Still if I will migrate in the future I'll use Godot.
I don't really like Unreal, and I want to use C#, and Godot is a lot closer to Unity than anything else.
Still not sure if I can do some things like auto-path for point&click movements, animation-merge and a lot of other things that unity offer, but on the development part it should be easy to migrate and I'm sure there are ways to workaround any problems.
In the end I don't use Godot because when I started there was no Godot (I love the fact that an Open Source engine that's actually good is so popular).
The only real problem is that I don't really got the time to do that kind of migration right now for my main current personal project.
The input system, the touch screen support, the movement system (both point&click, joystick and keyboard/mouse), camera system (both 3rd person, isometric and 1st person camera), animation merge for the movement system (with jump/fall), menu system... that's the kind of stuff not easy portable.
While the save system (I made it from zero since the default system sucks), conversation system, quest system, translation system ecc... are all easy portable.
Also not sure if in Godot there is a folder that I can use both on mobile and pc... In Unity I usually copy the StreamingAssets folder (read only) to the persistentDataPath (read/write) to write any preference/save to the user pc and allow the user to modify the data.
If there is I'm sure I can migrate without a problem, but without that kind of support I cannot port anything.
Still if there are no problem I'll continue to use Unity, as a developer that don't like to collect any data from anyone I try to remove anything weird like telemetry.
yeah probably still better than cryengine But I still like the engine itself and I only use it for personal project so it's not the end of the world for me if the company itself is not that great...
Still if I will migrate in the future I'll use Godot.
I don't really like Unreal, and I want to use C#, and Godot is a lot closer to Unity than anything else.
Still not sure if I can do some things like auto-path for point&click movements, animation-merge and a lot of other things that unity offer, but on the development part it should be easy to migrate and I'm sure there are ways to workaround any problems.
In the end I don't use Godot because when I started there was no Godot (I love the fact that an Open Source engine that's actually good is so popular).
The only real problem is that I don't really got the time to do that kind of migration right now for my main current personal project.
The input system, the touch screen support, the movement system (both point&click, joystick and keyboard/mouse), camera system (both 3rd person, isometric and 1st person camera), animation merge for the movement system (with jump/fall), menu system... that's the kind of stuff not easy portable.
While the save system (I made it from zero since the default system sucks), conversation system, quest system, translation system ecc... are all easy portable.
Also not sure if in Godot there is a folder that I can use both on mobile and pc... In Unity I usually copy the StreamingAssets folder (read only) to the persistentDataPath (read/write) to write any preference/save to the user pc and allow the user to modify the data.
If there is I'm sure I can migrate without a problem, but without that kind of support I cannot port anything.
Still if there are no problem I'll continue to use Unity, as a developer that don't like to collect any data from anyone I try to remove anything weird like telemetry.
Godot meh...
Mori_Yuki
南無妙法蓮華経
Mori_Yuki Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Mar 2015
From Austria
Posted July 18, 2022
Time4Tea: I'm going to have to be a lot more careful about games that use Unity in future, as it seems to be getting worse in terms of respecting user privacy. I hope many developers will consider switching to something less intrusive.
First let developers who starts complaining about this now have a very good taste of the medicine they force-fed us without second thoughts. A quote from the article: "... it's not just that Unity is pivoting toward advertising revenue as a core part of its business, it's that the steps it's taking leave its customers on unstable ground while making their games."
When they are the customers and Unity will now become able to collect their data, placing ad's in their products, there's an outcry. The other customers called fans and 'gamers', because it's all one big happy family and no money or rights can be involved, instead it's support and freedom of choice ...
The most one can hope is that this merger will have developers and studios starting to think how their customers felt and what they had said when confronted with ad's and privacy intrusions in Unity games they've developed and tools they found convenient with an opt-in/opt-out on their part. In an ideal world many will abandon the engine and move on to another, like UE or for smaller projects frameworks like Lôve with LUA, SDL, SFML.
Maybe some will be able to realize that not only they are customers no matter whether they pay or use the free version to create and sell games, but we are also. Maybe it will now cause them to pay attention when their customers complain instead of joking about or treating us like angry children when they are told we don't like privacy intrusions, nightmarish EULA, data collecting Unity privacy policy they so enjoyed making use of without being forced to.
Maybe ... not very likely.
Post edited July 18, 2022 by Mori_Yuki
dtgreene
vaccines work she/her
dtgreene Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jan 2010
From United States
Posted July 18, 2022
Mori_Yuki: In an ideal world many will abandon the engine and move on to another, like UE or for smaller projects frameworks like Lôve with LUA, SDL, SFML.
SDL and SFML aren't game engines; they're really just libraries that abstract away many of the OS's features. At least with SDL, which I am familiar with (SFML is probably similar): * You don't get 3D graphics. Instead, all you get is a function that creates an OpenGL context (and I believe there's a similar function for Vulkan); you still have to code all the 3D stuff yourself.
* You don't get an editor. You need to either write your own editor (and you can use SDL for that), or find a third-party editor like Tiled (and write code to handle the files it generates), or just do without an editor (which may work for some types of games, but not for the most popular genres).
* You don't get things like pathfinding and collision detection.
What SDL (and, I assume, SFML) *does* get you is the routines to handle things like I/O, basic graphics (and an OpenGL context if you do need 3D), and other similarly low-level stuff.
in other words, SDL and SFML are not game engines, but are rather lower level libraries on which a game engine could be built.
LiefLayer: I don't like the CEO of Unity, I don't like the merge with a company that was creating malaware like software.
But I still like the engine itself and I only use it for personal project so it's not the end of the world for me if the company itself is not that great...
Still if I will migrate in the future I'll use Godot.
I don't really like Unreal, and I want to use C#, and Godot is a lot closer to Unity than anything else.
Still not sure if I can do some things like auto-path for point&click movements, animation-merge and a lot of other things that unity offer, but on the development part it should be easy to migrate and I'm sure there are ways to workaround any problems.
In the end I don't use Godot because when I started there was no Godot (I love the fact that an Open Source engine that's actually good is so popular).
The only real problem is that I don't really got the time to do that kind of migration right now for my main current personal project.
The input system, the touch screen support, the movement system (both point&click, joystick and keyboard/mouse), camera system (both 3rd person, isometric and 1st person camera), animation merge for the movement system (with jump/fall), menu system... that's the kind of stuff not easy portable.
While the save system (I made it from zero since the default system sucks), conversation system, quest system, translation system ecc... are all easy portable.
Also not sure if in Godot there is a folder that I can use both on mobile and pc... In Unity I usually copy the StreamingAssets folder (read only) to the persistentDataPath (read/write) to write any preference/save to the user pc and allow the user to modify the data.
If there is I'm sure I can migrate without a problem, but without that kind of support I cannot port anything.
Still if there are no problem I'll continue to use Unity, as a developer that don't like to collect any data from anyone I try to remove anything weird like telemetry.
Idea: Start a smaller side project, something that you should be able to get done in a reasonably short amount of time, and use Godot for that. But I still like the engine itself and I only use it for personal project so it's not the end of the world for me if the company itself is not that great...
Still if I will migrate in the future I'll use Godot.
I don't really like Unreal, and I want to use C#, and Godot is a lot closer to Unity than anything else.
Still not sure if I can do some things like auto-path for point&click movements, animation-merge and a lot of other things that unity offer, but on the development part it should be easy to migrate and I'm sure there are ways to workaround any problems.
In the end I don't use Godot because when I started there was no Godot (I love the fact that an Open Source engine that's actually good is so popular).
The only real problem is that I don't really got the time to do that kind of migration right now for my main current personal project.
The input system, the touch screen support, the movement system (both point&click, joystick and keyboard/mouse), camera system (both 3rd person, isometric and 1st person camera), animation merge for the movement system (with jump/fall), menu system... that's the kind of stuff not easy portable.
While the save system (I made it from zero since the default system sucks), conversation system, quest system, translation system ecc... are all easy portable.
Also not sure if in Godot there is a folder that I can use both on mobile and pc... In Unity I usually copy the StreamingAssets folder (read only) to the persistentDataPath (read/write) to write any preference/save to the user pc and allow the user to modify the data.
If there is I'm sure I can migrate without a problem, but without that kind of support I cannot port anything.
Still if there are no problem I'll continue to use Unity, as a developer that don't like to collect any data from anyone I try to remove anything weird like telemetry.
Maybe try entering a jam with Godot, like this monthly jam:
https://godotwildjam.com/
Edit: Also, when it comes to multiplayer, SDL of course doesn't have it built-in. What it does have, however, is a lower-level socket library that could be used to implement multiplayer.
Post edited July 18, 2022 by dtgreene
Mori_Yuki
南無妙法蓮華経
Mori_Yuki Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Mar 2015
From Austria
Posted July 18, 2022
Thanks for pointing it out. :-) I used framework instead of library in relation to SDL/SFML &etc. Both SFML and SDL are quite familiar to me as both of them are still used to create my own small-time and just for fun gaming projects. Yet, again, thanks for providing some insight and sharing some of your knowledge. :-)
LiefLayer
I'm darkness
LiefLayer Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2013
From Italy
Posted July 19, 2022
dtgreene: Idea: Start a smaller side project, something that you should be able to get done in a reasonably short amount of time, and use Godot for that.
Maybe try entering a jam with Godot, like this monthly jam:
https://godotwildjam.com/
Edit: Also, when it comes to multiplayer, SDL of course doesn't have it built-in. What it does have, however, is a lower-level socket library that could be used to implement multiplayer.
Actually I don't really need to implement multiplayer, I don't like multiplayer games. Maybe try entering a jam with Godot, like this monthly jam:
https://godotwildjam.com/
Edit: Also, when it comes to multiplayer, SDL of course doesn't have it built-in. What it does have, however, is a lower-level socket library that could be used to implement multiplayer.
Of course if I'm porting anything I'll start with smaller part of my framework... It's impossible to port everything in a single project...
But I don't really have time for jam and events, that's just a hobby for me.
Post edited July 19, 2022 by LiefLayer
davewhitee
New User
davewhitee Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Dec 2022
From Belgium
Posted December 22, 2022
Actually good articles and good idea!
And you can hire full stack developers for malware software.
And you can hire full stack developers for malware software.