cross-posted from: https://lemmy.world/post/5196308

It’s scary that the Unity debacle is not just happening in games but a very real threat not just in digital and app space but in real life.

It can happen in medicine, housing, even the food we eat if the trend of subscriptions and lock ins continue.

Despite this, a global concerted effort towards Open Source tech is still not happening.

In Unity for example, there is a push to transition to Unreal but less so for Godot. We see this happening with reddit too. And soon maybe we’ll see it in real life. What’s stopping our hotels and landlords from charging us everytime we open doors.

We see this in the rampant mandatory tips. Where everyone is automatically charged per order.

It’s scary and frustrating at the same time that there may not be a clear remedy for this. As the world shifts to subscriptions and services, do we truly own anything anymore?

  • BombOmOm@lemmy.world
    link
    fedilink
    English
    arrow-up
    69
    arrow-down
    2
    ·
    1 year ago

    Unreal is creaming their pants this week. They can’t have imagined a better sales pitch.

    • 50gp@kbin.social
      link
      fedilink
      arrow-up
      24
      ·
      edit-2
      1 year ago

      they just have to unveil some new shiny tools to convert from unity to unreal and unity is kill

      • Dangdoggo@kbin.social
        link
        fedilink
        arrow-up
        34
        ·
        edit-2
        1 year ago

        There will never be a tool to convert Unity projects to Unreal. However there are already several to convert Unity to Godot, because both use C#

        Edit: And as a dev that has used both, I just converted my project to Godot.

        Edit again: It actually may be possible or at least be made easier using LLMs to convert to Unreal

        • FLeX@lemmy.world
          link
          fedilink
          English
          arrow-up
          13
          ·
          1 year ago

          How much work was it to convert ?

          I guess the tool didn’t managed every single detail ?

      • messem10@lemmy.world
        link
        fedilink
        English
        arrow-up
        12
        ·
        1 year ago

        Sadly it can’t work that way. From a programming perspective alone they are very different engines.

        Unity uses C# while Unreal is C++.

    • FLeX@lemmy.world
      link
      fedilink
      English
      arrow-up
      23
      ·
      1 year ago

      We chose unity because we thought unreal model was shitty too.

      Next time it’s open source, godot or stride or i don’t know, but not unreal.

      They would have done the same shit if it worked

      • hamsterkill@lemmy.sdf.org
        link
        fedilink
        English
        arrow-up
        5
        ·
        edit-2
        1 year ago

        I’ve honestly been surprised that Godot’s getting a lot of hype out of this. I had expected MonoGame/XNA to be the big beneficiary – particularly for Unity’s 2D users, but also 3D (though I expected Unreal to benefit the most there just because of developer familiarity).

        • erwan@lemmy.ml
          link
          fedilink
          English
          arrow-up
          8
          ·
          1 year ago

          Godot is the closest alternative to Unity.

          Unreal is kind of a different beast on a different market, more complex and more geared towards big 3D games with high-end graphics.

          • Blackmist
            link
            fedilink
            English
            arrow-up
            4
            arrow-down
            2
            ·
            1 year ago

            Unity worked on consoles. Godot don’t offer that.

            • Sethayy@sh.itjust.works
              link
              fedilink
              English
              arrow-up
              9
              ·
              1 year ago

              Directly no but that’s because its legally impossible to.

              So a lot of services exist that’ll do it for you, cheaper than unity pricing model yet (or you can do it yourself it just takes effort)

              There’s even a company created by the godot devs specifically to fill this void, and the profits go back to development

        • FLeX@lemmy.world
          link
          fedilink
          English
          arrow-up
          6
          ·
          1 year ago

          They have been at the right place at the right time.

          Never heard of MonoGame but from what I see, it’s much less noob-friendly, no editor etc. Looks too different

          • scurry@lemmy.world
            link
            fedilink
            English
            arrow-up
            4
            ·
            1 year ago

            MonoGame/XNA used to be more relevant 10 years ago, but not so much any more (funnily enough, in large part because Unity ate their lunch).

            • hamsterkill@lemmy.sdf.org
              link
              fedilink
              English
              arrow-up
              2
              ·
              1 year ago

              It’s still pretty relevant. Some of the biggest indie hits of the last several years used it (Stardew Valley, Celeste, Supergiant games pre-Hades).

          • hamsterkill@lemmy.sdf.org
            link
            fedilink
            English
            arrow-up
            2
            ·
            edit-2
            1 year ago

            MonoGame has the advantage of being used to ship a number of indie hits, though. Supergiant still uses an in-house fork of it for their games, if I’m not mistaken (ed. I guess they rewrote their engine for Hades).

          • Exec@pawb.social
            link
            fedilink
            English
            arrow-up
            2
            ·
            1 year ago

            MonoGame is basically a continuation of Microsoft’s XNA which was their engine for the Xbox 360 era. It supports the full Visual Studio (not “Code”) so that’s the environment you get.

    • Excel@lemmy.megumin.org
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 year ago

      Except Unreal already had the same kind of pricing structure that Unity is trying to move towards, that’s why Unity thought they could get away with it.