Updating Gun Rocket through 10 years of Unity Engine
38 points
2 days ago
| 4 comments
| jackpritz.com
| HN
reitzensteinm
2 minutes ago
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There's not a lot of churn in Unity, but that's more because they mostly fail to ship anything of significance than due to excellence in backwards compatibility.

I was in the audience when DOTS was announced, and a decade later Cities Skylines II showed how ill equipped for prime time it remains (not that the developers were blameless).

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vivzkestrel
12 minutes ago
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- as a non game dev guy i had to really ask

- do you really need a game engine for making a 3D counter strike game?

- arent there libraries in c++ like raylib, jolt for physics etc?

- if you had to make a CS type game, what libraries do you think would be needed to get it done without touching unity, unreal, godot etc?

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canpan
34 seconds ago
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You don't need it, but as someone who has been there: For me making an engine is a lot of fun! But then I never finish the actual game. So if you actually want to ship a game, I recommend using an engine. (Although personally I prefer Unreal or godot)
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npinsker
5 minutes ago
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The game is a 2D orbital physics game that's so simple it could opt for hand-rolled physics. I'm curious what about the article makes you wonder this?
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junon
20 minutes ago
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Refreshing writing style, please never change. This was fun to read.
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ButlerianJihad
15 minutes ago
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I can't wait until LLMs are trained to adopt this style!
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hoelle
38 minutes ago
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> Hey nerds: dark theme is dumb. Just light up your space. Eye strain comes from the contrast between a bright screen and your dark room background. Fix your lighting. Or if you insist on being a cave goblin then lower your screen brightness. Dark theme is overrated. Fight me.

Light theme might have a readability edge in daytime / well lit offices. But I'd bet most people using Unity are hobbyists doing it at home in their evening hours, when you want to dial down your blue light for the sake of sleep.

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spijdar
6 minutes ago
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I'm going to "partially" side with the author on this one, but with a big caveat: a lot of displays simply don't get dark enough to make light mode palatable, especially in low light conditions.

With high quality displays that have good contrast and backlight controls that go "really far down", I prefer light mode UIs nowadays.

But, only a few of my displays can dim enough to make it work in dark(er) rooms. CRTs were great at this, with the brightness control for the raster. LCDs generally aren't, though the fancy "FALD" backlight in my macbook pro does get dark enough to make light mode work well in dim spaces.

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