choosing a game engine is easy, actually - thinkfaststudio.com

choosing a game engine is easy, actually

samyam
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picking the right game engine is actually not that complicated.
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forgot to mention: if you’re making a mobile game, unity has the most built in features. unreal does support mobile export, but it’s like using a drill to staple a paper.

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if you liked this video you should totally watch

some assets i mentioned in the video
unity fast script reload
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godot preview is actually called Little Camera Preview

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40 Comments

  1. as a unreal engine developer i want to know waht is that "dokumentation" that you r talking about?

  2. I totally get wanting to go more lightweight. Even for open source projects, reading code that someone else wrote is, imo, harder than writing/reading your own code.

  3. I think it's worth mentioning making a game without an engine. Not to be confused with building your own engine – I mean, building a game, but without an engine. Cobble together a programming language and some libraries (My goto is Zig + Raylib + zig-ecs + Box2D), and just build a game the 'traditional' way. This is best if you already know how to code. Just choose your favorite language and start putting the pieces together. For the (admittedly very few) gam jams I've done, it's worked quite well.

  4. Godot already has raycasts i thouhht? 😅, I don't know! I'm making my 3d game with the engine because it supports everything i need~ But im not yet at the stage of setting up the ai-

  5. "You'll need a beefy computer to run it"…literally shows potato computer specs

  6. I love the mostly nonbiased video. Just an overall breakdown and telling the audience the most important thing, there is no wrong answer, just tey them.

    I've tried ue4, godot 3.1, and rpg maker. Every engine has pros and cons, see what works best for you.

  7. Great video but I think that you should've at least mentioned that Godot does in fact offer direct support for Multiplayer games as well which is actually quite simple to setup from what I have seen with their Multiplayer synchronisation nodes.

    EDIT: I felt like adding a bit more to this. I have tried multiple engines like jMonkey, Unity, Unreal and Godot, even tried a couple of the many bare bone libraries where you basically have to do most things yourself but so far I think that Godot is the one that most suited my way of development I would say.

    With their "quite recent" update to Godot 4 they reworked their GDNative api (and renamed it) which allows the engine to now be extended externally to support other languages that it doesn't support by default which is basically my most liked feature about it right now as it allows me to use whatever language I want to use (as long as someone made an extension for it) and not just the by default supported languages GDScript, C# or C/C++.

  8. Unity can make open world but i dont know how

  9. I wish godot can have some service like unity game service and open source,if it has i wont choose unity again

  10. I mean yes, choosing a game engine is easy, if you want it to be open source, choose godot otherwise choose Unreal
    2:35 The heck you're talking about? EGS has had a significantly larger asset store than Unity for quite a while now, and that's not even including the free access to quixel…
    6:52 If you are going to be a game dev expect to spend 25 to 3600 on a computer.

  11. Working in Unreal C++ as im watching this video. As a former unity dev, Unreal C++ is not very hard. Its the C# with different syntax. Also you don't have to change engine source. You can just copy past engine code into a new file and modify that; that way you don't have to compile the whole engine (Doing that right now lol). You can also just extend engine classes.

  12. i bounced around untill I landed on godot and immediately fell in love, the way its node system works just makes sense

  13. As you person that still uses Scratch, I can confirm that you can export to desktop and mobile with using custom mods of scratch(highly recommend) and compilers so it is possible exporting to desktop and mobile and even using gamepad support and full-on online multiplayer through Scratch mods.

  14. ive tried a lot of game engines. heres my take.

    unreal:
    if you wanna make good graphics, you kinda have to use unreal. otherwise, stay as far away from it as possible. c++ is hard, and blueprints are harder. yes, blueprint is likely the hardest programming language ive ever tried. just because it's visual does NOT mean its easy. blueprints are a lie. unreal 6 is gonna add a new language called Verse which i have high hopes for, and id consider the engine once thats implimented. the engine's structure makes no sense, everything is in its own little window and has its own little system for it. it takes care of a lot of complicated things for you, but its extremely difficult to learn all of those individually intricate systems to do each individual thing rather than other engines that leave you mostly on your own to do things, which i much prefer and find way easier.

    unity:
    although im only mentioning the top 3 here, ive tried a lot more engines than just these, and unity is the only one that just makes sense to me. things are where they should be, everything makes sense. my only two gripes with it are the animation system and the new input systems which i dont really get. for the most part, unity gives you what you need and not much more. it feels quite minimalist while still giving you systems for some things like physics where youd want a system for it. id likely stick with unity for as long as i can since its the only engine ive used that doesnt feel like its strung together by a mad man. c# isnt hard, its easier than blueprints, just try it, dont fall under the visual scripting propaganda that i stupidly did for a long long time.

    godot:
    its kinda similar to unity, but i found it very confusing. its a bit harder than unity but if youre not doing too much 3d stuff with it then its totally a good option. i mostly blame myself for not understanding godot well, but if you can figure it out then for most cases its the better option. i like godot a lot, i just cant get my head around it like i can with unity.

  15. I'm gonna say this – if you don't want to learn to write ANY code, you don't actually want to make games.

    You just like the IDEA of making games.

  16. 90% of indie developers don't finish their games? I think that's an underestimation, the vaaaaassst majority of people that have done gamedev never finish a game.

  17. Personally i agree that Unity is the best overall versatile engine.
    But i dont agree with it being better for 2D then Godot, however weird it may seem.

  18. What are your thoughts about Frostbite, EA's engine? ❤🎉😊

  19. please, cold you do a video of how to implement admob and gdpr in unity 2022.3 because just, i cant, i has been trying for 2 months and just i cant. please help me. thank you

  20. Great video as usual! I think everything you said is very true and objective. There's also another point to consider that we might not always think about: the size of the projects and versioning! That's one of the reasons I didn't choose UE. I find Perforce a hassle and git not suitable for this engine (but I really love UE). On my end, I use Godot after having tried everything else; it's clearly not perfect but suits my needs. GDScript is simple, effective, and if needed, you can switch to C# or even Rust quite easily

  21. To speak more for GameMaker, it's essentially optimized for 2D pixel art-based games. It's incredibly easy and fast to program things. If you're a solo dev looking to make their first small yet complete project, GameMaker can probably get you there fastest. It's also free to try and doesn't have any revenue-based fees. And if you're looking to make a small multiplayer game, GameMaker has built-in rollback netcode support. However, it's proprietary language won't carry other to other engines, and making games for HTML is a minefield.

    On the other hand, Unreal also has growing 2D support. So if you want to take advantage of its amazing Blueprints for a 2D game, you absolutely can. And you can also take advantage of any of its other advanced features, if you need them. Though there are still many 2D features that other engines make much easier and faster.

  22. Flutter Flame Engine's good for 2D Games on all non-console platforms + TV.

  23. 0:54 Visual scripts after the game is bigger than some prototype: HOW DO I LOSE WEIGHT, I'M BIGGER THAN THE UNIVERSE

  24. fuck it, I'm making an android studio game engine

  25. Any playlists to recommend for unity that is very detailed and good.

  26. i really confused with mathmatical relations in direction or position set in games.Could u make a video about common vector relationships in games? really appreciate that

  27. I started using Unity on and off since I was 9, I recently decided to come back after about 2 years of not doing any sort of game dev. I tried UE5 and Godot 4, and I like them but there is just not enough resources for what I want to do (procedural generation, marching cubes, satisfying simulations, etc.) it took me a while to convince myself to give Unity another try (after I heard all of the controversy) but I can now confidently say I am using Unity, and I am happy with my choice 🙂 If you are a solo dev do NOT worry about any fancy pricing, it will not effect you whatsoever, unless you create some crazy popular game then you will be stupidly wealthy instead of insanely stupidly wealthy. Fair trade off to me 😀

  28. best engine is rpg maker in every situation hands down no matter what

  29. 9:00 I've heard that the fast script reload plugin is inferior to Hot Reload, which is really paving the way in making things faster 🙂

  30. I want to make open world game but don't want to use blueprintsbut everyone said wants say unreal is best for 3d game but I don't want to use blueprint so unity seem like my best option can can anyone help I know she said unity is second best for 3d and I seen some dope 3d games made on unity I will start small too but my end goal is a open world like game

  31. Unity had an explosion of tutorials, and ready to use scripts crop up, and then the head of this company got greedy stupid and made it very unattractive to ever touch it.
    I have Unity before the illegal change of the terms of service/use. I played around a bit with it. It's disappointing to suddenly be hit with fees, especially when I was only looking at game making as a hobby, not an income.

    Heh. lot of people say don't do this as your first game. Never mind the fact that the person in question might learn better when bashing their head against walls, every time something crops up that needs to be understood. I mean, personally speaking, learning what you need as you go can be a good thing.
    Break the game mechanics into seperate parts. I figured out how to make hit detection on mouse click onto a block that changed the block's status from an unmovable object to one that can be moved, i.e. I can chop a tree. Had to learn how to make the mouse click an input, then the information to tell the game only register clicks X distance, how to give an object a number to represent HP, and have each click that connects with the object in range reduce the HP, then change the blocks properties so that it is affect by "gravity". This all without having to learn how to make break out / sliding puzzle / 2d platformer / 3d shooter.
    I mean, it's doable.
    Probably smart to make use of time cycle, than relying on hardware cycles so a habit is formed for making multiplayer games in future to have less sync issues. Damn I forgot the terms for these, it's been a while since I touched programming.
    Shouldn't discourage ambition, but certainly should caution the amount of learning, and time that will be required to accomplish anything of massive complexity.

  32. I just do eenie meenie miney mo on a random game engine like ClickTeam, GameMaker, Godot, or even Scratch.

  33. Good programmers will code their own game in its entirety

  34. None of those frameworks work on the majority of platforms, they only work on some… so you still need to code your own from scratch for the majority of platforms

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