choosing a game engine is easy, actually
Summary
TLDR本视频为游戏开发者提供了选择合适游戏引擎的指南。介绍了Unity、Unreal Engine、GDau和Game Maker等引擎,考虑了易用性、社区规模和平台需求。强调了尝试不同引擎的重要性,以及社区支持在解决开发中遇到问题时的作用。视频还根据2D/3D游戏、多人游戏和物理游戏等不同类型,推荐了适合的引擎,并讨论了Unity和Unreal Engine在性能优化和视觉脚本方面的优势。同时,也提到了Unity的定价策略和GDau的开源特性,以及Game Maker在2D游戏开发中的便利性。最后,鼓励开发者根据项目需求和个人偏好,选择最适合自己的游戏引擎。
Takeaways
- 🤔 选择游戏引擎可能会让初学者感到困惑,因为选择可能会影响你几个月的开发过程。
- 🔍 选择引擎时要考虑易用性、社区大小和平台需求。
- 👀 尝试几个不同的引擎,看哪个最符合你的需求。
- 💡 如果你不会编程,应该学习或找到懂得编程的团队成员。
- 🛠️ 对于不想编程的人,可以选择使用可视化脚本,如Unreal Engine的蓝图系统。
- 👥 社区的重要性:社区越大,遇到问题时获得的帮助和教程就越多。
- 📈 目前市场上最大的游戏引擎玩家是Unreal、Unity和Godot。
- 🎮 每个引擎都有其优缺点和学习曲线,不要期望在第一周就制作出大型多人在线RPG游戏。
- 🛠️ Unity提供了最多的2D游戏开发资源,包括瓦片地图、精灵编辑器等。
- 🏰 对于3D游戏和大型多人在线游戏,Unreal Engine提供了许多内置功能和优化工具。
- 💰 Unity的定价策略最复杂,包括免费使用直到达到一定收入门槛后需要购买Pro订阅和支付运行时费用。
- 🔄 尽管Unity近年来存在一些问题,但它仍然是一个灵活且功能丰富的游戏开发工具。
- 🌐 确保所选引擎支持你想要发布的平台。
- 🚀 除了主流引擎外,还有其他一些轻量级或特定用途的引擎,如GDScript、Construct、Cocos2d-x等。
Q & A
选择游戏引擎时应该考虑哪些因素?
-选择游戏引擎时,应考虑易用性、社区规模、平台需求、支持的特性、定价以及编程语言等因素。
为什么说尝试几个不同的游戏引擎是找到合适引擎的好方法?
-因为每个人的喜好和项目需求不同,尝试几个不同的游戏引擎可以帮助你找到最符合个人需求和喜好的引擎。
如果我不会编程,有哪些选择可以让我制作游戏?
-如果你不会编程,可以选择使用视觉脚本(如Unreal Engine的蓝图系统)来制作游戏,或者寻找懂得编程的团队成员。
社区在游戏引擎选择中的重要性是什么?
-社区的重要性在于提供教程和帮助。当你遇到问题时,一个活跃的社区可以提供解决方案,避免挫败感和动力下降。
Unity、Unreal和Godot各自在哪些方面有优势?
-Unity在资源和2D游戏开发方面有优势;Unreal Engine在3D游戏、视觉效果和多人游戏方面表现突出;Godot则以其开源性质、轻量级和易学性受到青睐。
为什么说Unity是2D游戏开发的不二之选?
-Unity提供了丰富的2D游戏开发功能,如瓦片地图、精灵编辑器、动画和物理引擎,并且拥有一个庞大的资产商店。
Unreal Engine 5在3D游戏开发中有哪些优势?
-Unreal Engine 5为3D游戏开发提供了大量内置功能,如第一人称和第三人称控制器,以及市场上最好的视觉编码系统Blueprints。
为什么说Godot的资源在过去一年中呈指数级增长?
-由于Unity的一些争议和政策变动,许多开发者转向了开源的Godot,导致其社区和资源迅速增长。
Unity的定价策略有哪些令人困惑的地方?
-Unity的定价策略包括免费使用直到游戏年收入达到20万美元,之后需要购买专业版订阅,以及达到百万美元年收入门槛时的运行时费用等,这些都可能让开发者感到困惑。
为什么说Game Maker适合快速原型开发?
-Game Maker以其紧凑、易学和快速运行的特点,适合快速原型开发,尤其适合2D游戏。
如果我想制作一个多人游戏,应该选择哪个游戏引擎?
-对于多人游戏,Unreal Engine和Unity是较好的选择,Unreal具有内置的多人游戏功能,而Unity最近推出了新的多人游戏包Net Code。
如果我想制作一个开放世界3D游戏,应该选择哪个游戏引擎?
-对于开放世界3D游戏,Unreal Engine是首选,因为它内置了优化功能,能够将大地图分割成小块,只显示玩家需要的部分。
为什么说Unity和Unreal Engine适合物理基础的游戏开发?
-Unity和Unreal Engine都提供了丰富的内置物理功能,适用于2D和3D游戏,而Godot的内置物理引擎功能相对较少。
如果我想制作一个涉及复杂数学计算的游戏,应该选择哪个游戏引擎?
-对于涉及复杂数学计算的游戏,Unity是一个好选择,因为它支持Dots的Entity组件系统和作业系统。
为什么说Godot的开放源代码特性吸引了许多开发者?
-Godot的开放源代码特性意味着任何人都可以为引擎的开发做出贡献,这为引擎的创新和定制提供了更多可能性。
Game Maker在哪些方面可能不如其他引擎?
-Game Maker在3D支持、社区规模、内置UI编辑器等方面可能不如其他引擎,且其技能在游戏行业的转移性不如Unity或Unreal Engine。
如果我想制作一个跨平台的游戏,我应该如何选择游戏引擎?
-选择游戏引擎时,应考虑引擎支持的导出选项,确保它能够支持你想发布的所有平台。
为什么说没有绝对正确的游戏引擎选择?
-因为每个人的需求和喜好不同,没有一款引擎能够满足所有人。尝试不同的引擎并找到最适合自己的那一款是选择游戏引擎的正确方式。
Outlines
😲 如何选择适合的游戏引擎
本段讲述了选择游戏引擎时可能会感到困惑,尤其是对于初学者或不确定哪种引擎最适合自己需求的人。作者提供了一个根据不同项目需求考虑易用性、社区大小和平台要求的游戏引擎推荐列表。强调了尝试不同引擎以找到最适合自己的引擎的重要性,并提及了Unity和Unreal Engine在视觉脚本方面的支持,以及社区在解决问题时的重要性。同时,提到了Indie开发者完成游戏的困难以及Unity、Unreal和Godot等引擎的资源和学习曲线。
🤔 游戏引擎特性与定价策略
这段内容深入讨论了Unity和Unreal Engine的特性,包括它们对2D和3D游戏的支持、物理引擎、多人游戏功能等。提到了Unity的资源和资产商店,以及Godot的2D支持和轻量级特性。同时,分析了Unity的定价策略,包括其免费使用直到达到一定收入门槛后的订阅费用和运行时费用,以及对Unity近年来政策变化和社区反应的讨论。
🛠️ 游戏开发工具的多样性与选择
本段介绍了除了主流游戏引擎之外的其他开发工具,如GD Develop、Construct、Baserjie、Cocos 2dx、Driod、Pame和MonoGame等。讨论了这些工具的特点,如视觉编程、支持的语言、开源特性以及它们在特定类型的游戏开发中的适用性。强调了选择引擎时应考虑的因素,包括支持的平台、定价和个人价值观。
📚 提供Unity教程资源
这段内容提供了Unity教程的资源链接,供学习者深入了解和学习Unity游戏开发。虽然没有详细描述,但表明了作者愿意为观众提供进一步的学习材料。
Mindmap
Keywords
💡游戏引擎
💡Unity
💡Unreal Engine
💡GDau
💡Game Maker
💡视觉脚本
💡社区
💡多平台支持
💡性能优化
💡资产商店
💡物理引擎
Highlights
选择合适的游戏引擎可能会让人感到不知所措,但考虑易用性、社区规模和平台需求等因素后,可以找到适合不同项目的引擎。
尝试几种不同的游戏引擎是找到最适合自己项目的最好方法。
如果不懂编程,应该学习或找到懂得编程的人加入团队,这将对长期发展有帮助。
视觉脚本是一种不需要实际编码的编程方式,虚幻引擎在这方面表现最佳。
社区是选择游戏引擎时最重要的因素之一,社区越大,遇到问题时获得的帮助越多。
目前市场上最大的游戏引擎玩家是虚幻引擎、Unity和Godot。
每个引擎都有其优缺点和学习曲线,不要期望在第一周就能制作出开放世界RPG MMO。
Unity拥有最多的资源,其次是虚幻引擎和Godot。
Unity在2D游戏开发中拥有最多的特性,包括瓦片地图、精灵编辑器和动画物理。
Godot在2D支持方面也表现出色,具有易于理解的编程语言和开源代码。
Game Maker是为2D游戏设计的,学习快速且原型制作效率高。
虚幻引擎5在3D游戏开发中表现卓越,具有内置的多人游戏功能和优化工具。
Unity在3D游戏开发中也有多种渲染管线,适合不同图形需求的项目。
对于多人游戏,虚幻引擎和Unity是最佳选择,虚幻引擎内置了多人游戏功能。
对于开放世界3D游戏,虚幻引擎的优化功能是其优势。
Unity在物理游戏开发中也有许多内置功能,适合2D和3D游戏。
Godot的内置物理引擎功能相对较少,但有流行的物理包Jolt。
Unity的定价策略复杂,免费使用直到年收入达到200k,之后需要购买专业订阅。
Godot的开源特性使其成为近年来最受欢迎的引擎之一。
Game Maker在2D游戏开发中历史悠久,社区紧密且易于上手。
选择游戏引擎时,考虑其支持的平台和导出选项非常重要。
最终,选择游戏引擎没有固定答案,尝试几种引擎并找到最适合自己的是关键。
Transcripts
choosing a game engine is easy but if
you're just starting out or aren't sure
which engine is best suited for your
needs it can feel pretty overwhelming as
you may be stuck with your choice for
several months but not to worry because
I've made a list of what engines are
best suited for different kind of
projects taking into account ease of use
Community size and platform requirements
and by the end of this video you'll know
exactly what engine to start your
project on the best way to find the
right engine is to try a few and see
which one resonates with you the most
what I might like about Unity you might
hate but it is important to pay
attention to what features the engine
supports its pricing and its programming
language if you don't know how to code
you absolutely should or you should find
someone who does know and add them to
your team because it'll really help you
out in the long run but if you're
insistent on not coding because you're
lazy and no don't come at me with
excuses you can do it I know you can
there are some options called visual
scripting basically coding without
actually coding and the best engine for
this is unreal engine I know someone who
made this entire game just using their
blueprint system there are some other
options you can use as well but even
with visual scripting you'll need to
learn how it works and that's where the
most important factor comes in when
choosing a game engine it's Community
the more Community there is the more
tutorials and help you could potentially
get when you run into an issue and trust
me you will run into an issue being
frustrated when you can't find the
answer to simple questions can easily
derail your progress and take a hit on
your motivation there is a reason why
90% of Indie developers don't finish
their
games these are currently the biggest
players in the market unreal unity and
gdau Game maker is also another popular
option it's important you understand
that each engine has its pros its cons
and its learning curve don't expect to
make an open world RPG MMO in your first
week while never having opened an engine
before Unity has the most resources
hands down followed by unreal and gdau
this is because unreal and unity have
been in the game for a really long time
but gto's resources have been
exponentially increasing over the last
year now the second most important thing
you want to consider when choosing a
game engine is what kind of game you
want to make with it sometimes one
engine is better suited for 2D 3D
multiplayer choosing one which doesn't
have those features built in can just
prolong your development time as you'll
need to code those features yourself so
I've made a little chart to help you
visualize if you want to make a 2d game
unity hands down has the most features
for 2D and you can fight me about this
from tile maps to Sprite editors to SK
to animation physics it also has one of
the best asset stores so there's a 99%
chance that someone already made the
system or the prop that you're trying to
create so it's easier to just purchase
it and save time however there is some
controversy of course surrounding Unity
which may dissuade you from choosing it
which I'll discuss in a few moments this
is Then followed by gdau which also has
great 2D support tile Maps collisions
it's extremely fast to open and run it
has an easy to understand programming
language similar to python pretty good
documentation and most importantly the
code is open source so anyone in the
community can contribute to the
development of the engine and lastly
game maker is made for 2D games it's
compact it's quick to learn and it's
really fast a prototype it's what I'm
using to make my Precision platformer
called boomi which you should totally
wishlist I'm not asking however none of
these engines are perfect and each of
them have their caveats so it's
important to keep these in mind when
choosing them but I'll mention that in a
moment so what about 3D games or those
open world MMO RPG Loos well this big
fish blows away the competition on real
Engine 5 it's made for 3D and has a ton
of built-in features like a first person
and a third person controller to help
get you started their visual coding
system called blueprints is the best in
the market and it's great for larger
teams with a mix of programmers and
artists you can also download the source
code and make any changes as needed per
your project requirements they give out
a lot of freebies like Mega scans free
monthly assets and they even have a mega
grant program to help fund your game if
you get accepted they also have great
performance Insight tools to help
optimize your games which a lot of
beginners never worry about until they
end up playing their game and realize it
only runs at 10 FPS so optimize your
games folks unreal is great to learn if
you want to get a job in the game
industry and learning C++ in general is
really good in that regard this is
followed by unity which has several
different rendering pipelines depending
on the graphical needs of the project
Ango which has been vastly increasing
his 3D support but still nowhere near
Unity and Onre skills level now to be
more specific if you're making a
multiplayer game unreal followed by
unity is the best bet unreal has
multiplayer built in and the company's
experience with fortnite has trickled
down to the development of Unreal Engine
5 while Unity recently introduced a new
multiplayer package called net code
which is great and I have a huge
tutorial on and they have Unity gaming
Services which are extra options to help
host servers and manage players if
you're making an open world 3D game
unreal hands down optimization is built
into the engine as it breaks down a
large map into smaller chunks and only
shows the player what they need if
you're making a physics based game unity
has a lot of built-in functions for this
for both 2D and 3D unreal also has great
3D physics but gd's built-in physics
engine still doesn't have as much
features as the other two fellow
developer Ponty pant tried to start his
physics based climbing game in gdau but
ended up switching to Unity because
there were just so many more components
that were an easy Plug and Play however
there is a popular physics package for
gdau called jolt and I believe they're
now in integrating this as the main
physics engine so hopefully that will
make it much better if you're making any
sort of really complicated math
equations or just handling a lot of
objects or Ai and I mean a lot then
you'd want to go with unity which has
support for Dots The Entity component
system and the job system and if you
don't know what any of that means then
you don't need to worry about it my
friend Johnny has a lot of tutorials on
it if you're interested in
learning I want to emphasize that your
first project should not be a multi
documentation is mostly on the side of
lacking and if you're changing the
source code of the engine be prepared to
wait because it takes forever overall on
real is a very solid engine with a lot
of great features but you'll need a lot
of patience and resilience to work with
it and not give up now let's step into
unity's terrain a bit Unity has always
been the go-to choice for Indie
Developers for a reason however in the
recent years there has been a growing
dissatisfaction with them as they
haven't been working on features that
game developers have been asking for for
years and they recently pulled a runtime
fee mess where thousands of developers
just stopped using unity all together
after they tried to unfairly change
their pricing and I do have a whole
video explaining what happened if you're
interested but they've since reverted a
lot of those policies even changing
their CEO and unity still kept the
notorious runtime fee although a little
different a lot of developers ended up
switching to gdau because of this
because of its open- source nature but I
personally see Unity showing promise
after their recent changes and I still
think it's a great engine to start
learning game development with as I once
did
Unity has the most confusing pricing out
of all the engines it's free until you
make 200k on your game in the year from
then on you need to purchase the pro
subscription which is $2,040 a year per
ceas and once you reach the $1 million a
year threshold you'll also start needing
to pay the runtime fee which depends on
the number of engagements the game
receives wait let me read this
engagement is defined by the time a user
successfully acquires downloads or
engages with your game for the first
time luckily there's Max 2.5% Revenue
cut of your game so you won't have to
worry about it going over objectively
speaking 2.5% isn't bad once you reach
that threshold however it just gets
confusing with the pro plan pricing and
it's a little convoluted part from the
runtime fee they also tend to not update
some packages for some time and over the
last few years they focused on AI VR
blockchain instead of focusing on more
game related features for the engine
it's also pretty slow at opening
projects and compiling but I do
recommend this asset to help speed up
your workflow it also gets confusing
with their different Graphics pipeline
urp versus hdrp versus built-in and you
have to choose one to start and make
sure you choose the right one for your
project because changing later on could
spell disaster in most cases you start
with urp and hdrp is used for more
graphically advanced games there's also
no way to get the source code for the
engine unless you're an Enterprise and
you're paying big money however I've
never had a use to get the source code
Unity is built to be flexx ible to allow
developers to build their own tools on
top of it with unity you'll have a
LoveHate relationship some things will
bug you but you'll end up coming back to
it because it's just the most flexible
thing to get your project done in good
an underdog that quickly Rose the ranks
after unity's messy situation Good's
open source Nature has made it one of
the most popular engines of the year
it's free to use and exports to multiple
platforms however for consoles it gets a
bit trickier there's a free switch Port
from raar Lab games I can't believe I
said that but for Xbox and play
PlayStation you'll probably need to
handle an external team to handle the
porting for you there's one called W4
games which is made by some of the
creators of gdau themselves where its
prices depend on team size and the
number of platforms you want to deploy
to asgo is still a recent Riser some
features aren't as fleshed out as in
unity or unreal there's not as much
extensive 3D support as the other two
options the built-in physics engine has
been said to be mid and there's no good
asset store yet and not as much assets
the reason Gau threw me off at the time
was because there was no no way to
preview the scene while also playing the
game which for me I use that all the
time to help debug but recently phantom
camera was released and it does let you
make a handy 3D camera preview while
playing the game game maker has been an
OG engine for a lot of developers and
has kept pretty high popularity over the
years you wish list my game yet what I
like about it is how interconnected it
feels and how easy it is to get
something up and running the pricing is
pretty nice it's free to use and only a
onetime fee for commercial project if
you want to publish the consoles though
there will be a recurring free for that
but you shouldn't be publishing to
consoles unless you can be sure that you
can pay that fee however if you want to
make 3D games it's probably better to
look elsewhere there's not much 3D
support in the engine the community is
smaller than others and there's no
built-in UI editor yet they are working
on it I've heard but it's kind of
annoying to code all the UI yourself but
I do recommend this asset GM live which
helps you iterate much faster you also
need to compile or run the projects to
see any errors in your code whereas
others tell you straight up if something
won't compile and you'll need to code
some features manually where other
engines already have them built in for
example I use Ray cast a lot to detect
collisions and they're not built in it's
basically like poking this wall and
being like is there something here oh
yeah that's a wall however I just found
a free package for it and more often
than not there will be a package someone
made that you can just take or pay not
take pay I I meant if it was free I did
find the marketplace a little slow and
outdated a lot of assets are actually on
h. and unfortunately I don't think as
many Tria companies or Studios use Game
Maker so the skills you learn with it
aren't as transferable to Industry as
maybe on real or Unity still feeling
lost on what engine to choose remember
to choose the engine that fits what kind
of games you want to make its pricing
and if its values align with yours and
you can't forget it's export options so
what platforms can you export to and I
made a helpful diagram which I'll show
in a bit with all the engines so you can
see exactly what exports to what my
recommendation is to just try a few
engine and see what clicks for you you
can just watch a small tutorial for some
of them or even make a same small game
in each of the engines and then compare
them there's really no wrong answer here
just choose one now I do want to mention
some other options if you do feel like
straying the path as I showed in the
start GD develop is an open-source
visual coding engine that excels at
making 2D games easily they do have some
pricing tiers if you want to export your
game to other platforms though but it
comes along with some other neat
features construct is also a popular
visual scripting solution to make 2D
games but you can also use JavaScript
which is easy to learn to code although
this one does have a higher price tag
straight from the start but there is a
free trial baser iio is also a 2d engine
that uses JavaScript and it's completely
free Coco's 2dx is another 2D solution
it's completely free open source and
supports both JavaScript and typescript
dride is a really nice open source 2D
and mostly 3D engine that uses C and
I've heard pretty good things about this
one pame is a python Library which is
open source and is mostly for 2D I did
try this one for a bit and it does have
a sort of from scratch feeling without
needing to know all the complicated
Maths for rendering Graphics mono game
is an open source framework using C and
is fully crossed platform Celeste was
made using it a lot of programmers
prefer these lightweight Solutions where
you have to code a lot of the features
yourself it may sound counterintuitive
but the more code is yours the more
control you have over it and when
something goes wrong more often than not
you'll know exactly where it goes wrong
and you can change it yourself it's like
building a PC versus just buying one
from the store when something goes wrong
you usually know what to change but in
my case when something goes wrong I'm
like Uncle who's an it please help me
it's important to make sure the engine
you choose supports the platforms you
want to publish to so here's a nice
diagram that shows each engine and its
export options patrons and YouTube
members can also access the PDF I made
for this video where it's easier to see
all the information if this does seem
overwhelming the answer to choosing the
right Eng engine is actually really easy
and it's that there is no answer I can't
tell you what engine you should choose
that's up to you just try a few and
start learning you may be surprised that
your favorite engine might not be my
favorite engine or everyone else's
favorite engine I know you're watching
this video because you want someone to
make a decision for you but you'll have
to stand up for yourself I'm giving you
information now it's up to you to decide
what to do with it analysis paralysis
won't help you finish your game anytime
soon but if you are looking for some
inspiration here are my first
impressions when I made a game with both
gdo and Game maker I also have a ton of
great Unity tutorials in the description
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