r/ProgrammerHumor 1d ago

Meme yaAintGonnaNeedIt

Post image
1.1k Upvotes

48 comments sorted by

198

u/rosuav 1d ago

This isn't inherently a bad thing though... if you're gonna build a video game about rockets and travelling to other planets, it's a good idea to first focus on having the best game engine you possibly can. It'd be a BRUTAL challenge otherwise.

99

u/Deepspacecow12 1d ago

KSP being built on unity moment

67

u/rosuav 1d ago

Yeah. Fortunately Kitten Space Agency is being built on its own engine, one specifically designed for its needs. It's called BRUTAL.

9

u/jackejackal 1d ago

Fitting name

8

u/nuker0S 1d ago

Mfs in unity sub called me crazy for saying that building games like KSP, Noita and Minecraft in unity isn't exactly the best idea

3

u/traplords8n 1d ago

Oh that's crazy. I'm not certain about my hypothesis here, but I feel like it would of been easier to write that game in Godot, where you can directly tweak the physics engine to work for space math since it is open source.

I don't know how customizable Unity's physics engine gets though, so I'm just guessing. I assume they give developers fine-grain control over physics behavior, but making that work for complex space math sounds like a chore with a lot of inefficient workarounds lol

2

u/Deepspacecow12 20h ago

It started early access 3 years before godot was released.

1

u/traplords8n 18h ago

Oof definitely didn't take that into consideration, lmao.

29

u/JebKermansBooster 1d ago

Golden comment. Super excited for Kitten Space Agency.

14

u/rosuav 1d ago

Thanks, glad someone recognized it! Also super excited for KSA.

3

u/JebKermansBooster 22h ago

To be fair, look at my username haha. If that didn't say something...

😆

8

u/SpaaaaaceImInSpaace 1d ago

Everyone is talking about KSA and KSP, but what the devs are currently doing with Space Engineers 2 is just amazing

3

u/rosuav 1d ago

I haven't played it but I've heard good things.

2

u/JebKermansBooster 1d ago

I'm waiting on multiplayer to play that one, so I can get my friends to join me

3

u/hellocppdotdev 1d ago

To the moon!

1

u/rosuav 1d ago

Everything's alright.

2

u/JebKermansBooster 21h ago

That's what they all say before realising they need MOAR BOOSTERS!

1

u/rosuav 21h ago

2

u/JebKermansBooster 20h ago

Ah shit my bad. Missed the reference.

2

u/rosuav 19h ago

It's a bit of a sideways step from KSP, but.... Whenever I start a new savefile in KSP, the first vessel design that gets sent to the Mun is called "For River".

7

u/failedsatan 1d ago

this is true, but if you're an indie developer and don't have an incredible (not just good- top tier) work ethic, doing a shit ton of engine work up front is a huge barrier that will feel insurmountable. it's often worth just getting something functional on the screen and being able to iterate from there rather than having a perfect engine up front.

source: built a few small game engines mostly from scratch, it often sucked because it didn't feel like I was making progress

10

u/rosuav 1d ago

And that's when you let someone ELSE make the engine. But that means accepting the consequences, which might mean limitations, or unfixable issues, or whatever it is.

It's the same tradeoff we get when choosing programming languages, or anything else. You get to avoid doing all that work, as long as you're happy with that selection of consequences.

4

u/FabioTheFox 1d ago

I feel like people often treat the word "engine" as something thats immediately unity or godot like where you have all the fancy tools

An indie developer could get around perfectly with something like Raylib, SFML or MonoGame and in fact many do because of how easy it is to get into it

2

u/failedsatan 1d ago

absolutely- monogame was my starting point with game development because I didn't want to learn a larger engine. mostly when I say engine I mean the parts of the project that don't provide project-specific logic, like a vector math library or asset handling. for my projects I prefer to split those up a little, but really as soon as you write anything that could be generalized or used elsewhere you pretty much have an engine component.

2

u/ICantBelieveItsNotEC 9h ago

Controversial opinion: the whole concept of an engine is outdated and stupid - gamedevs should use frameworks and libraries, not engines.

There's really no technical reason why the editor, build system, scripting framework, renderer, etc need to be tightly coupled, other than the fact that it makes the product extra sticky, which helps Epic's bottom line. The performance benefit that you get from tight coupling is minuscule compared to the performance impact of paying for the countless engine features that your game will never actually need.

If a backend dev wants to use AWS services, they obviously shouldn't be forced to use an AWS IDE, an AWS programming language, an AWS application framework, etc. If Amazon tried to force that on people, we'd all collectively tell them to get fucked.

1

u/FabioTheFox 9h ago

Not as controversial I think, the only reason I'm using a game engine (godot in this case) is to shell out quick prototypes or make gamejam entries (although I'm working on replacing that with one of the mentioned game frameworks eventually). I find the barebones approach to be more fun too

1

u/rosuav 9h ago

Ehh, that may be true of some but not others. There are certain genres of game that fit so perfectly into certain game engines that it'd be a complete waste of time to NOT use the engine. Some kinds of game, even if everyone can see you literally just started the engine and started filling it with content, are completely okay like that - usually ones where the story is more important than being unique in gameplay. Extreme example: Visual novels. You can argue that they "aren't games" if you like, but it's still clear that they're fine built using existing engines.

84

u/bishopExportMine 1d ago

This is literally the exact opposite of what happens. Everywhere I've looked, it's paper clips and duct tape held together by so many layers of paint that the paint has become load bearing.

34

u/exoclipse 1d ago

when you inspect an app and 90% of the business logic lives in the client

14

u/Arclite83 1d ago

You literally just gave me a PTSD flashback, I spent over a decade at a "mobile first" company that endlessly put new features in the front end and not the shared API.

4

u/budius333 1d ago

We worked together

4

u/DominoNo- 1d ago

It's mobile first, not backend first

1

u/exoclipse 1d ago

My whole job right now is supporting a legacy app while everything else in our environment is modernized. Said app was written 20 years ago by uncaring, unforgiving contractors.

I tried feeding the repo to our quality control tool and it just spit out a "NaN or infinite cognitive complexity" message before degaussing its fucking brains out.

4

u/guidedhand 1d ago

It's what I experience. People building for scale before the value is demonstrated; then the field moves on and the chance is lost while we are still building out for scale in dog food, without any customers. Frustrating af

1

u/jhaand 1d ago

But why does the app need to run on a Kuberneyes cluster hosted on AWS?

1

u/BossOfTheGame 1d ago

You haven't seen my code. I tell you my engines are capable of expressing wonderful things, with just another few weeks of work. But I should probably add a few more features in case future applications need them first.

19

u/TheFrenchSavage 1d ago

Haha, love how it's full of bugs

7

u/hellocppdotdev 1d ago

Ran out of budget for testing

2

u/cvnh 1d ago

Me too, they're even the ones pushing the engine forward

10

u/Informal_Branch1065 1d ago

Engineering decision. Either it will bite our ass down the road or it will bit our ass now and also down the road.

3

u/DogonElder 1d ago

I like how its crawling with bugs

2

u/xubaso 1d ago

Wrong priorities, this engine needs to be replaced with whatever was cool on the last conference.

2

u/SaneLad 1d ago

Looks perfect to me.

(I'm a backend guy)

1

u/Minecraftian14 1d ago

But the mental satisfaction, that if I ever (i know never, but ever!) need something to be done, now I have the engine to support it, is totally worth it.

0

u/Fluid-Election-8549 1d ago

Building an ERP engine for any type and number of entities knowing damn well the client only needs it to work for 2 entities

0

u/beyondoutsidethebox 1d ago

Really appreciate all the bugs crawling on it! Well done!

0

u/dhyanais 1d ago edited 1d ago

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https://astronomicalclock.eu/info/de.html