More on topic: I have no idea why one would want to use the registry to store this information.
More on topic: I have no idea why one would want to use the registry to store this information.
FWIW my experience in gaming has been that Unity is exceptionally powerful and allows game developers to create games that would otherwise require an entirely separate dev team to support the engine. When I first learned game dev, the code sections were almost entirely devoted to interacting with the underlying graphics libraries (OpenGL or DirectX) and hardly any to creating powerful features in a game. Now, using something like Unreal or Unity is akin to using a web framework like Ruby on Rails or Laravel.
* The source is available to view and modify
I’ve known people who worked on some games where they hand rolled a physics engine in c# instead of using the unity one.
I think you might mean that unreal is "source available" which doesn't confer any of the rights of open source, but does allow you to view and modify the source code subject to a commercial license (which might be free for personal, small scale use. I don't know unreal's pricing structure).
Unreal is not open source (cf. the Open Source Definition: https://opensource.org/osd/). It's just that the licencee is allowed to view and modify the source code within the limits of the licence.
Although, I don't even know if the KSP2 studio is big enough to afford it, let alone if they are actually doing it
> * The source is available to view and modify
“source available”, and then you are using common terminology in a non-controversial way and don't need an explanation that is longer than the term.
But if you want to do something a bit more complex, like modifying 3d objects in flight based on unit interaction, not only are you fighting an uphill battle, but the documentation is all out of date and mostly wrong. Because Unity isnt just an engine, its a set of default addons to that engine, and each of those addons was written to be just generic enough, but mostly just enable people to start making FPS and RTS games really quick. If you want to step outside that paradigm you are basically just engine coding again.
I've been using Unity since 2009, and have been a lead developer and CTO in several different companies. I have never heard anyone writing their own memory management for Unity. May be you're talking about object pooling?
* The GAME (KSP) and the IP was purchased by Take-Two, not the company itself.
* The IP was then given to Star theory (MNC/SMNC/Planetary Annihilation guys) to develop KSP2
* Star theory failed once to deliver on the budget they promised, they got extra money
* ST failed second time,T2 didn't wanted to give them more money, so ST wanted to sell out to T2
* T2 went "fuck it", took IP from them
* Take-Two was one to poach developers from Star Theory (not Squad!) to make new studio to make KSP2. IIRC they basically made blanked statement "if you want to work on KSP we will hire you" to their devs, a lot of them came over.
I assume the last part happened because T2 went "hold on, you failed to deliver then want us to buy you ? Why would we buy company with incompetent management in the first place ? Poaching devs is cheaper".
> You are better off installing better graphics mods on KSP.
Well, at least you got that right.
As someone not familiar with the KSP ecosystem that threw me for a loop.
with my limited technical knowledge about game programming and much less limited technical knowledge about software development in general this seems quite wrong
because while the game is somewhat unique in some point, in many many(1) other technical points it's not, so by using a game engine you can save a lot of time/problems with all the points it's not unique in and just either replace or adapt the parts where it is
so while Unity might very well have been a bad choice
the general idea of using an existing game engine was not
(1): Like window handling, input handling, asset loading/packing/bundling/compression, parts of game saving, most parts related to the rendering pipeline, menus, statistics/crash reporting, installers, and probably more.
Through this is also how game engines rot: By not maintaining many of the build in components leading to any non very simple game needing to replace them all the time. I think Unity had been going into that direction.
developing games is cost and time constrained
if you can use a existing engine and not wast resources on all the things which are not the main selling point and in turn spend more resources on getting the main selling point right, why should you not do so?
AFIK few, probably non of the more successful established game engine force you to use their physics engine
this still leaves quite a lot of parts you do not need to replace
Like, buying Palm and reselling cheap Android phones, buying KSP and releasing KSP2 as it is don't seem to make a lot of financial sense. Or does it? It's always assumed "they" make a lot of money by ruining a brand. How and how much?
Of which the consequence should be "Don't turn labors of love into businesses that demands market-leading returns"
KSP1 however ARE and have created decent returns.
Take-Two then bought the game in 2017 and is responsible for ports and KSP2.
So while KSP1 likely generated returns of Squad-magnitude with a few resources... that doesn't mean KSP2 is capable of generating Take-Two-magnitude returns from a full team.
Dwarf Fortress sold a lot of copies too (finally), but it's also been in development for 21 years!
The expectations for both these games were low. It was a small team working on both of them so we don't expect much, and since they're indie, they are actually gamers like us and like to play their games.
Being bought by a AAA publisher and having billions at their disposal increases the quality expected by unprecedented levels. And they are just showing that they are even worse than the indie team (HarvesteR) that started KSP. And they have budget and can get more personnel if they want.
You can have hundreds of millions but no match for a small number of software engineers in what they are good and enthusiastic at.
I recommend CKAN for installing and maintaining mods for KSP 1.
KSP2 has a lot of potential, and is very pretty, but unfortunately also requires a pretty beefy machine to run well - and even with a beefy machine, it can still stutter quite a bit. I honestly am not sure if I own KSP2 or not - my Steam library is like most people's, and I often treat game purchases a just a "you did a good thing, here's some money" - but I certainly can't run it on any hardware in my house.
Most of the interesting mods have already been integrated into the core KSP1 game. About the only ones worth mentioning are ScanSat (adds planetary observation sensors) and EngineerEverywhere (or something. It adds the thrust-weight-ratio display info without a part). The graphics are enhancements are just pretty pictures, that do nothing.
I wouldn't go that far. Its not KSP2, but KSP1 has plenty of jank and bugs.
Take Two and KSP2 have none of the same forgivable qualities.
Then KSP2 is like, still on Unity? Despite massive amounts of budget and like no compelling reason to stay on Unity with the backing of a real game company.
One benefit of Unity is moddability.
But yeah, thats not really worth the drawbacks for something like KSP.
The ideas how to progress the game were great! And players liked it!
But after failing the deadline twice (I assume they lied to take2 about funds required) T2 kicked them off the project and poached developers that did it (basically "if you still love KSP come work for us).
And again, it looked great! The improvements they wanted and presented were received positively as it was basically "KSP1 but MORE! And with MULTIPLAYER!"
But in the end it turned out that passion cannot replace competence and the developers of this game are not very good.
making games (and also a bit on money on the side)
making money (and having to make some video games so the money will come)
https://www.gog.com/en/game/kerbal_space_program
I don't know what other companies have screwed up GOG titles, maybe paradox (like stellaris?)