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[MEGATHREAD] Starfield - Your experiences! (cdn.cloudflare.steamstatic.com)
submitted 1 year ago by quinten@lemmy.world to c/games@lemmy.world

For those who have pre-ordered it is already here, the rest have to wait a little longer. Starfield is finally here! Have you bought it, why or why not? If you've already played it, what do you think of it? We are very curious!

Discuss all things Starfield below!

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[-] dylanTheDeveloper@lemmy.world 10 points 1 year ago* (last edited 1 year ago)

Modern game engines are extremely complex machines, starting from scratch would take decades because it's fundermental things like drawing geometry in a 3D space, getting input, memory handling, garbage collection and all that low level stuff that needs to be re-done. Physics requires lots of work, so much infact for a time HAVOK was the go to plugin for most engines (still kinda is) just because of how God damn hard it is to have nice physics and high frame rates (tried to build a physics engine from scratch in C++ and I couldn't get past the floating point position problem so anything too far away from 0,0,0 would spaz and handling multiple collisions on an object simultaneously caused all sorts of freaky things to happen).

Then when that's done you still need to write additional tools and plugins so developers can import assets and scripts into the engine plus a level editor for designers to place objects, triggers and all that fun stuff.

After that you can now start making the game.

Bethesda probably rewrote huge chunks of their engine to support larger texture sizes and improve performance across the board for Starfield.

If they do decide to dump it then they're most likely to use an existing engine like Unreal or Cry rather than build one from scratch.

Personally I believe the reason why they didn't re-write the character movement is because it would also mean altering way to much stuff on the front end.

A good example would be if I use FunctionGetVelocity in my script to determine if a player is moving and it use to return an int but now it returns a float because of the rewrite, without conversion would mean you'd probably get a crash.

Another example would be AI related. If I use a variable to get a rot data type but now that's been replaced with a struct that needs to be split to get rot now suddenly you have to touch the code to make it compliant.

[-] redcalcium@lemmy.institute 8 points 1 year ago

Which is why I'm sad that cdpr decided to ditch their red engine. So much work turning a buggy mess engine from Witcher 2 into a beautiful (still buggy) engine in cyberpunk. If only they would at least open source it, or sell it to another studio.

[-] Coelacanth@feddit.nu 6 points 1 year ago

I agree. I really admired their persistence with it and it would be nice to have some actual competition to Unreal.

[-] dylanTheDeveloper@lemmy.world 4 points 1 year ago* (last edited 1 year ago)

With nanite, live coding and lumen Unreal is unbeatable at the moment and lots of studios are hiring like crazy for Unreal Engine specialists to try and beat the competition.

If CDPR wants to compete they'll have to do a ton of work making those tools for designers and artists easy to use (alot more in-house engines still have source 2 hammer editor style toolkits and command line conversion tools which are shit compared to Unreals drag and drop advantage).

Plus Unreal 4/5 was built to be as modular as possible so you can build whatever you want while CDPR engine was built specifically for this genre of games Cyberpunk is in. They definitely could and I see the engine having potential but afraid that's it's not flexible enough without serious work.

this post was submitted on 01 Sep 2023
411 points (94.2% liked)

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