Coding Gossips [OFFICIAL]

exact ^


iirc you should submit a beta request to OpenAi explaining why you’d like to install dall-e 2 - but meanwhile there’s mini dall-e, but the arts are pretty trash imo


Oh. Is it allowed for you to search up something and post it here—


wdym? /gq /g-confusion


Nevermind, I said nothing


If I had a long thin rectangle that had code for touching a tree and aprox 12 trees were being touched at the same time, would this cause a lot of lag on the Hopscotch app?

I’d like any thoughts from experienced users.


I’d say that it depends on how much code there is, how much code is there?


A little late, but thanks a lot for all these details!


For sure! This explanation is based on stock XNA, but as far as I know a lot of it is carried across to MonoGame.


Weird thing has happened it’s not bad or anything lol but I got a Nintendo DSi yesterday and I’ve been obsessed over it so much, that now the next day, my eyes are still adapted to the slightly pixelated screen, so now my eyes go weird when I look at my iPhone screen!!!:joy::rofl::laughing:

Its probably gonna be hard to code :joy:
Omg this is so funny :joy: but I’m not joking when I woke up it was so bad
sorry for more than 3 emojis I just find this really funny and I need to express it
does anyone stand with me thinking this is funny??


yes lol
it’s very funny

I’ve had a ds since I was really young, and got back into it like 2 years ago and thought that text looked weird, small and hd lol
not much of a problem anymore since I use the switch more


Yeah, I recognize a lot of the stuff you were explaining from MonoGame.


That looks interesting!!
I wonder what that’s going to be! Great work!


Cool! That looks very similar to hopscotch.


I’ve used it before, (I’m not very good at it I only made one project lol) I would say it’s a lot more like text coding programs and it’s still pretty different than HS actually. I haven’t used it in forever so it’s hard to say though

1 Like

I do agree if you want custom lower-level behaviour rather than use a default implementation, definitely you can go with something other than a pre-existing engine.

But it just depends on what you need for each project, rather than it being inherently for beginners or not. E.g. Forgotton Anne is a narrative-driven game with puzzle platforming and choice mechanics, in Studio Ghibli animation style, with 6+ hours of gameplay. It is made in Unity, and it looks 2D since it’s a side on view, but the world itself is 3d and that results in some cool parallax effects. That is not made by beginners. Nor is Monument Valley. The developers likely decided that what was on offer in Unity was suitable for the needs of each of those projects.

Sky and Journey are two other games I’ve played that use custom engines. The developers probably deemed the advantages of a custom engine better for what they needed in those projects (e.g. maybe they wanted custom physics or custom rendering implementation)

Another comparable example is probably saying a certain programming language or set of libraries is only for beginners, and some other environment is not. It depends on what you need for the job at hand.


While this is 100% valid, especially among professionals, and although I totally agree, I would also argue that Unity indeed does have more resources for beginners. There are definitely libraries that expect you to learn from reading its source code, or libraries with paradigms that would benefit from software architecture knowledge, which newer programmers might overlook.

I just feel like it’s hard to go from little programming knowledge to building custom implementations, especially if you don’t know what you’re doing at first - definitely doable, but requires a lot more pre-existing knowledge. With Unity, just boot up a couple tutorials and you’re good.

Just my opinion, and I would say it’s easier for certain people.

(The edits made to this post were minor - just a bad writing habit!)


Unity is definitely trying to be a one-size-fits-all type of engine, which is great as it helps get tons of people started on game development, and it provides a solid starting point for tons of indie games. As you said though, it’s definitely more than a bit limiting when it comes to expanding, whether it be map size, raw performance, graphics quality…

Even if you ignore their recent ethical issues(?), once you dive a bit deeper into Unity it becomes kind of rough territory. Pretty much everything is a plugin, which gives way to competing standards, some of which ship with the engine itself! I mean even the fact that there are three(!!!) different renderers to choose from right off the bat with no easy way of switching between them can drive people away, and the worst part is that NONE OF THEM ARE FEATURE COMPLETE.

I feel like with Unreal being more and more accessible to beginners (tutorials everywhere, wide open license, etc.), Unity’s sort of becoming a “stepping stone” of game development. Like how Hopscotch helped get us all into coding, Unity might be a simple peek into the “real world of game development”(??). A good first look, but lots of people (studios especially) will want to find something that better suits their needs. At least, that’s how it seems to me.

that concludes my bi-yearly rant about nothing in particular, imma go back to my hidey hole now haha


aw man. just realised I forgot Godot. it’s such a nice engine, I’m really hoping it gets better at 3d stuff soon (aside from getting Vulkan).
sadly I don’t know enough about C++ and general low-level game engine stuff to contribute. maybe this is an excuse to learn…?


Hey, nice to see you! Unity is very bloated in that way - and these are just some reasons why I was told that there is never going to be a one-size-fits-all engine. I personally agree with your viewpoint.

You should definitely look into low level if you feel like you want to learn more about rendering! Try learning OpenGL and SDL if you want to look into those things, after you’ve picked up C++.

Also, I’d say Godot is pretty good with 3D! (Major update is incoming on Godot pretty soon, too.)