MagicManICT wrote:Based on Python
Sounds worse than go.
jorb wrote:I am very skeptical of the pre-packaged engines, and I think you'll grow more long term from picking up a solid, industry-standard programming language, instead of the specifics of some particular prefab engine.
Benefit is simply that you can make more, with less. If all you want to make is a game, picking up some engine is not a bad idea, instead of starting to struggle with rendering pipelines and other complicated, not that much game(design) related stuff. Many very successful games have been made using unity. And without doubt, more will be made. Risk with game engine might be that they just stop further developing it, and when your game is compeltely dependant on the game engine that is no longer being developed, you are quite limited with the stuff that you can do.
For example, you could grow your own wheat and bake bread, bust most people just grab a mass-produced package from the store, because its easier. Although maybe not cheaper or healthier than doing the whole process yourself.
NOOBY93 wrote:I know close to nothing about this stuff so correct me if needed and don't take this the wrong way but Haven in terms of graphics and mechanics looks like a super simple game to me, yet it still turns my laptop into a frying pan and makes it have a seizure when there's more than 15 people on the screen at a time. Do you think it would've been even worse if you made the game on a pre-packaged engine?
In short HnH client is just coded badly, especially rendering part, without rendering enabled the client runs quite nicely, if I remember correctly.
If properly implemented on some decent popular game engine such as Unity, it would be a lot more efficient without a doubt. Of course, unity barely existed when development of HnH was started.
Also I guess that some reasons why the client is so inefficient rendering-wise is because it has been developed over a large period of time, so stuff is maybe implemented in a way that would be regarded as bad these days. And maybe loftar wasnt so skilled when he started making HnH, and would do many things differently if he started coding the client from scratch today. But that would take a lot of time, and if whole client has been built on top of some bad decisions in the beginning phase of coding the client, fixing those things is not that easy as it could cause a lot of problems with stuff that has been later implemented, dependant on some previous functionality of the client.
With some decent game engine such as Unity, HnH would be better optimized without a doubt. But that necessarily does not mean that some other game engine should be used.
Last edited by shubla on Wed Nov 22, 2017 11:00 am, edited 2 times in total.