this post was submitted on 17 Sep 2023
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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?

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[–] BombOmOm@lemmy.world 61 points 1 year ago (3 children)

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

[–] 50gp@kbin.social 23 points 1 year ago* (last edited 1 year ago) (1 children)

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

[–] messem10@lemmy.world 12 points 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++.

[–] FLX@lemmy.world 21 points 1 year ago (1 children)

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 4 points 1 year ago* (last edited 1 year ago) (1 children)

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).

[–] FLX@lemmy.world 5 points 1 year ago (2 children)

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 4 points 1 year ago (1 children)

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 2 points 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 2 points 1 year ago* (last edited 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).

[–] excel@lemmy.megumin.org 3 points 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.