GameDev is Easy Now
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- čas přidán 1. 05. 2024
- Dan discusses his favorite game development software/tools. Ft. The dead pixel infestation.
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No joke, Dan is awesome and knowledgeable. Fits well in a podcast, either have him more or even make a more techy deep dive podcast with him host.
There is a big audience for the stuff talked here.
I'd say game dev is more approachable instead of easier. Anyone can dive in a game engine and mess around and there are a lot of great tutorials and examples that guide you through the making of a simple game. It's when you sit down and go "okay, now I'm going to publish my game" that shit gets complicated, and fast
True but it is still much easier than it was 10 years ago. You had to bake lighting, make sure nothing funny is happening with shadows and adjust shadow resolutions. Optimize LoD's for your assets. Nowadays UE handles so much out of box that you mainly focusing on making the game instead of technical hurdles of ancient tech.
the keyword is "simple game" like Pong, space invader,
that you can just copy and paste a random github code into unity.
but a Toy gamedev project is very different than a real world Production Ready Gamedev Project.
if Making Game is that easy, Studios won't spent 12+ years making 1 single game and still Buggy on release,
those guys who work at AAA game studios are not an incompetent fools
@@Navhkrin I mean baking lights was just slow, not difficult
@@Navhkrin You still very much need to do all of this. Baked shadows/lighting are still widely used because global illumination is not always the right approach for performance.
Unreal engine's lumen is not performant as it uses software raytracing, so unreal engines shiny new toys is only accessible for large studios and those who are aiming for high performance games.
As for LOD work, nanite is not completely ready yet for most purposes, so LOD workflows are not yet out.
Soon, nanite will be more widely adopted, but again, this fancy tech comes with performance overheads and as such not everyone can use it without compromise.
In my case, I develop for VR inside the Unity engine, but I've used Unreal Engine to do tests with nanite and found that there are still performance concerns to be had.
I've only seen one commercial game that used Nanite and Lumen, I'm sure there are more but the adoption of this tech is not wide yet.
@@Navhkrinunreal is a very rigid engine it wants you to make a specific game deviate from that pipeline and you will not have a good time.
Game dev is still hard, but there's a lot less headaches now. Pipelining a bunch of different software, like it used to be, was fraught with bugs and quirks that you had to work around. It's honestly a great time to be a solo dev or indie group.
It's a treat to have someone with such technical knowledge as Dan talk about modeling and game dev. Very appreciated.
Didn't see any technical knowledge, only him falling for marketing. These tools have been available for years, but Epic Games decided to start marketing them towards consumers now. Kinda like Apple, but for game dev
They're trying hard to revive the 90's console wars but for game engines, since now consoles are just fancy boxes that run multi-platform game engines. I'd be careful with supporting an extremely anti-competitive company trying to pay its way into monopolizing the entire development pipeline.
P.S. Lumen is just another name brand of raytracing, btw
@@autismspirit It's still insights into what he likes to use, why he likes to use and overall things I can think about while exploring the area in my own. You don't need to be an ancient senior fellow game dev to have valid opinions and hold "valid" technical knowledge on something you have actively worked with. Pitiful attempt at appearing superior, while just making a fool out of yourself.
@@PuntiS I'm not an ancient senior, far from it. The issue is that he's
1. talking about things which have been used for years as if they're new
2. "providing insights" into tools which aren't even that much easier than what is provided by other engines/existing plugins
3. promoting an extremely scummy company
@@PuntiS Also I really don't want people to get the idea that game dev is easy now because of UE5, God knows there's already enough people on twitter trying to shut down any game that isn't running it. Any time there's any graphical or performance issue with a game the common response from gamers is "just make it in unreal engine!" and titles/videos like these are definitely not helping.
@@autismspirit I overall agree with your points, but I disagree with completely shutting down his credibility because of lack of experience with other tools, or his ideals regarding the tooling he uses. For the people who are really willing to delve into the field, we all know that companies such as Unreal or Unity are scummy. All shareholder-driven companies will eventually reach the same point. The thing is that attacking or dismissing people because they voice something you don't like is not really the way to go. It just creates infighting.
About gamers, I have no idea why you are listening to them. You listen to feedback from closed testers or a very small subset of topics from the community, but the average person will never care about you as a person or professional, so no reason to mind them.
I kinda like Dan as a host more than Linus.
the DAN show
It's because Dan doesn't have a massive ego
A lot less interrupting.
50% less cynical
i like linus for surface level information about a wide range of subjects, but i do love it when dan and luke nerd out about very specific things
it was all 3 cameras... the 2nd had a dead pixel on the right middle. XD
What's the chances of all 3 having 1 dead pixel in difference places
What do you bet they've broken their cameras by putting it in the X-ray machine?
@@sieko9813 depends on manufacturing standards
I don't think they'd have used all 3 of these cameras in the xray machine.
I think it's more likely there is some overlay messing with things. It looks much bigger than a single pixel on each camera to me.
@@Firecul Yoy can even see it slide between spots when they switch cameras. It's definitely in software.
Dan is a way more interesting host than linus. He doesn't need to replace linus but he has to be a host from time to time
I'm always down for more game dev talk featuring Dan! Or others!
Game development is a lot easier than it used to be, but it's still not easy. There's a lot that goes into it that people don't talk about.
Also, the SVG stuff is really cool. Godot has had SVG support for a while, and I was surprised when Unreal didn't. It makes UI scaling so much easier to deal with.
Vectorized text is easy but microsoft has the patent for literally the by far best technique. Thats also partly why macOS doesn't scale well. Just a fun little fact about that for ya
Edit: was missing a word
You need to edit , your edit comment
@@Qwapy1 dang
@@Qwapy1 English ain't my fist languange
Being a bad game Dev is easy being a good game Dev is difficult especially now more than ever I feel like as I am a game of working on a game
yea with a lower barrier to entry, people can get their bad ideas out faster and easier, without the time or outside input that would normally filter them
Where Dan was talking about asking someone "why" they get into game design I respond with a story. My starting game design class in college was 27 students. When I graduated only 3 remained. Most of the students had 0 creative hobbies. 50% of the students were 18y olds weeks out of highschool and they were there just because this was the funnest sounding Post-Secondary education option to them as they were hardcore gamers. Most, not all, had no interest in thinking beyond the single game they mained. Only 6 people had experiences of any kind with boardgames, only 2 people had programmed in any language at all, only 4 people had done any amount of drawing, only 3 people had done any amount of creative writing and I was the sole person who had previous engine knowledge (it was RPGMaker XP and MV btw). While someone does not at all need experience in other things to excel it is absolutely important to "get up to speed" and compete with your peers in this viceral industry. Momentum is an important thing and the less time you spend on figuring out how to use your tools and just producing your assets the better you'll be. Find what you shine at and become the best you can be in that field. There are over 100 specializations in videogame development you'll find something if you commit to it.
Where I'm not going to disagree with you I will say this. I think in any creative field.Probably one of the worst things you can do is to specialize yourself especially in game design in the current market.
I truly appreciated Dan day. Thanks for all the work you do
32:02 As a member of the multi-monitor gang, I'd make the UI add extra windows with useful info on the unused "black bars" of (ultra-mega-hyper-)wide resolutions so you can glance at more useful/interesting/whatever stats at the same time. Production and consumtion graphs, pinned goals/recipes stuff like that. Maybe even replicate real OS window management but with easier tiling.
Both Dan and game dev are things I want to see more in this channel 😍
"Booleans" was in Unreal Engine for decades - It's called CSG. It was static yes, and you need to recompile your map geometry every time you make a change, but it was there since the beginning.
Has Dan posted any betas for his games? Or test footage? They sound very cool
26:40 there is a game for LiDar Scanner Sombre and another is The Voidness | Scanner Sombre in VR was awesome. wish there were more levels or procedural maps.
i was literally just saying to myself yesterday than we need to have dan on. after this....make it permanent
all these people saying dan should replace linus. i think a lot of them are memeing but geez. I think dan is a great host, and his insight is always mega interesting, so I wouldnt mind him joining in on some discussions from time to time.
Current pipeline for me is Zbrush to sculpt, 3ds Max for retopo and and unwrap, substance painter for texturing and baking, and then if a portfolio piece Marmoset Toolbag 4 for render, and Affinity photo for image post processing and then based on client engine i.e Unreal, Unity etc.
still lots of work goes into making assets and rendering.
Do you do rigging in one of those too?
@@ChristianStout you can do a base bone set up pretty easily in zbrush and then export out to 3ds max for weight painting and rigging
If you want to do more sophisticated rigging I would go into Maya you can also retopo in Maya
A lot of programs you can do everything in, it's just for me some of the tool sets are easier to use in other programs
Like zbrush is the king of sculpting but texturing can be difficult
Blender you can sculpt in as well but I like zbrush a lot more
Follow up doing bones in zbrush just use zspheres to make a stick figure of your character etc, and add hinge joints where you want it to bend.
Also where your character is animating make sure they are quads or you will have some issues with model tearing, texture stretching , or janky animations
Does that camera have a dead pixel or something on the sensor? There's a white dot right over top of Dan's mic. I thought it was something on my screen, but when scrolling up and down and moving the video the dot moves with it, so it's definitely something in the video. It looks too sharp and defined to be a piece of dirt on the lens, though that could be what it was.
All of the cameras have dead pixels. They only realised this WAN and Luke waving his arms through the dead zones to check as Dan lost his shit was hilarious.
12:00 same! threw away my 20s to get into game development.
turns out I don't enjoy making games, I just enjoy the tech n maths.
luckily I landed a job where the customer designs most of the experience
and I realize it against all odds.
hahahah the random stuff in the middle with the cams and such xD
It was all 3 cameras, there was a dead pixel on the shelf thing on the right
I like Dan’s voice to me it’s a perfect podcast voice
If Linus ever retires Dan should be the new main host. Actually skilled, likable camera face, good moral sense, and feels like the story to the point and just the right pace.
Dan's game idea sounds really interesting. Hoping we get a short segment announcing it once its done.
I will never unsee that dead pixel 🥲
Unironically make DAN the host lol
The DAN Show.
Dan's game sounds awesome
Never used blender before, but any decent professional program will either have very sensible hotkeys with a mnemonic or make them customizable, especially if they're changing them around. That should be something you can adjust and save a profile for.
It's not that the hotkeys are bad or uncustomizable, it's that efficient workflow in Blender is hotkey heavy. Switching camera angles, render modes, adding loopcuts, adding modifiers, etc. It can all be done by clicking things on the screen but is wayyyy faster if you know your shortcuts
I'm about to lose my job real soon
Oof
Lost my job a little over a month ago, just got a new one. It isn’t the end of the world, but it does suck. Keep your head up, you’ll make it through this
Saw a video from Sebastian Lague about displaying fonts recently. It's so much more complicated than I could possibly have imagined, would recommend to give it a watch
Sebastian Lague is awesome
Yo why did you just private a tarkov video?
These two make a killer pair.
The quake 3 engine had "booleans" (CSG) back in the day
I feel like im the only person who noticed the helldivers clip go up for like 6-10 mins and then disappear.
Linus looking good today :P
That's Mental Outlaw.
Nice haircut Linus!
14:26 Dead pixel on the shelf below the right forward corner of the Human Organ bag.
I was able to make an extremely scuffed and basic Pinball game in like 3 weeks, still have a lot to learn, but I think it was neat
I'm the same as Dan, I can do cad without to much thought but blender and 3d modeling like it I just draw a blank when trying to do things with them.
I first messed with OnShape then Fusion360 and Solidworks. I can use all 3 without much hassle, just depends on what I'm wanting to do.
If I'm on my laptop I'll use OnShape.
If I'm on my pc and going to want to do some fancy things like the FEA for example I'll use Solidworks.
If I'm just going for quick and easy I'll use Fusion360.
That hypercube prototype board type game actually sounds pretty awesome...
Since Dan does GamDev stuff why not make a Pc build video for the ultimate Dev machine. Not only good at Unity, Unreal and Godot but also at Blender, audio and other non engine software. I would be super intzerested in which parts you chose and why, since it's not that clear which parts you want to pick for all of that.
it wouldn't be that interesting. It's just the most powerful parts you can afford, with maybe a bit more CPU focus than the typical gaming rig. Coding & technical dev side only cares about cpu performance, anything artistic (modelling, texturing, and obviously the actual in-engine 3d rendering) is generally gpu-bound.
@@hyeve3551 Not really, right now the CPU question would be Intel for better productivity right now or get an 7800x3d thta is am 5 and upgradeable down the line which the Intel cpu would not be.
Then we have the GPU question, do I go for better rasterisation + 4k and go for the RX 7900 xtx or do I go for better raytracing and go for the much more expensive Nvidia card?
As most gamedevs are also gamers, the next question comes up, do I scarifice anything a gamedev would need for game performance and so on.
It is very int eresting you clearly just didn't think about it enough
The best part about Dan besides his wicked sense of humor, is you can tell he knows what he's talking about.
THE DAN SHOW.
what a chaotic clip
I felt that bit about A* pathfinding...
As someone who grew up playing with the halo forge mode, ue5 is basically the ultimate sandbox game. I love playing around with it 😅 I've been playing with it since ue3 back when you had all the assets from unreal tournament to play with. My cheap secondhand laptop wasn't the most powerful, and since it had a broken screen I had to press a couple hotkeys and hook it up to a monitor just to use it, but I chose it over the Xbox every time.
i can assure you game development will never be easy. Making a game is still ridiculously hard no matter how good the tools get because of the nature of most games as art, but it’s fair to say it’s become more accessible as years have gone on
Game engines while those seem simple on the surface do heavily restrict what you can do. It's a fact of abstraction
The accessibility has also raised the bar of expectations, and it is more difficult than ever to stand out from the crowd.
@@jeremiahg7925 you always had to stand out, that aspect never changes
I can now make music, drawings and short video clips with ai. soon there will be heavily ai powered CGI like sequences in big productions, subtitles are automated already, synchronizing will be automated soon.
i am very very sure that within a few years, lets say a decade, game development will be as easy as making music is now. and with music we are only at the beginning. imagine spotify but everything is generated life to fit your taste, maybe even your mood based on data from your smartwatch.
@@MagnusReinhardt "soon"
Dan’s game sounds really cool, would love to play it some day!
I think it's easier and more accessible than before but it's still difficult and requires lots of time and effort and also knowledge of coding and whatnot game development it's like content creation in a way it's accessible but not everyone can make that amazing great content because it needs work and knowledge and experience and time
Wait - Dan is in front of the camera?! Heck yeah.
The motion design tools are super nice to have and really damn easy to get to grips with if you already know Unreal Engine even more so than a lot of new features they bring to unreal
14:41 what the?! it's raining things! Hallelujah is it raining things! amen! hahahaha
Dan is really good as a host!!
Real content, thank you
Luke's solution for the black bars isn't terrible at first thought but really falls apart when you consider OLEDs, way too much of a burn-in risk.
I have so many flecks of dust on my phone screen that I didn’t realise there was a dead pixel 😅
Dan is such a freaking nerd and I'm here for it
I want a DAN show post wan show with luke and dan
i seemed to have missed a lot when i missed last wan show
Dan show?
Sounds like Dan just saw the most recent Sebastian lague video!
They're never going to put dan on the thumbnail
Dan for president
this is so good. linus who?
legit thought my brand new monitor poped the bed at the pixel
Once you see the little white dot; you can't stop looking.
Unreal Engine is pure awesomeness IMO.
By the way, it has a Gameplay Ability System which is pretty bonkers. It's basically [AFAIR] a whole RPG framework that they wrote during the development of Paragon.
I've kinda always wanted to learn some game dev stuff, because it just seems really cool, but I've always had 2 problems with it:
1. I have no ideas. No clue what I would even make.
2. Coding. I can't do coding. I can't learn coding. For the same reason I can't learn an instrument. I simply don't have the patience for it.
I've always been a quick learner. To the point that most people are absolutely astonished by house fast I pick up new things and get reasonably decent at them.
But anything that quite literally can't be learned that fast is my nemesis. Music, programming, and networking are the big ones that I'd kill to get good at. But I simply can't bring myself to sit down and practice the same thing over and over for hours on end for literal years to get passably proficient at the most basic forms of these skills. It makes me want to beat my head against the pavement.
I took a computer science course in high school that was actually a college level course. It had 4 years of material, and it was one of those "work at your own pace" classes. I plowed through the first 2 years in just over 1 semester. Then i made it to the networking stuff. It was like hitting a brick wall. That 1 semester worth of material took me the entire rest of my 2 years in that class.
That sounds like a bad CS course. Coding absolutely isn't a 'sit down and practice over and over' kind of skill - you won't learn anything approaching it like that. It needs very intentional study - sit down, learn a concept, put it into practice, move on to the next. Sure, like anything, you'll get better over time as well, but 90% of the learning happens at the outset.
I learned basic programming in a few days when I started. I can now learn most of an entirely new programming language in the same kind of timespan. I truely believe it is possible for just about anyone to do the same
Also, I have much less experience with music, but I think - at least the theory side - is much the same. Sure, playing an instrument is a mechanical skill that takes practice. But learning how music works in general? That's an intellectual task that practice doesn't do much for.
@@hyeve3551 coding 100% IS a skill that requires countless hours of practicing the same thing over and over.
Because the concepts may not be that difficult to understand, but the execution of those concepts is a lot harder than simply understanding them. If you don't practice everything a million times, then you're going to get it wrong more often than not. And with coding in particular, a single mistake can render the entire project a complete waste of time. And then you have to waste even more time hunting through the code to find the mistake. The only way to actually make worth while progress is to simply practice *not* making mistakes endlessly for however long it takes.
And as for music, sure, just about anyone can learn and understand music theory, but if you're not capable of playing an instrument, then what was the point of learning music theory? The theoretical is useless without the practical. And it takes THOUSANDS of hours of practice to reach even the most basic level of proficiency in an instrument. Just getting to the point of not making your roommate's ears bleed takes dozens of even hundreds of hours of practice on its own (not to mention that you have to reach that point before you can even be sure you actually _enjoy_ playing said instrument.), and even then you're still basically useless for another thousand hours of practice.
@@GeneralNicklessounds like you may have ADHD, it helps to work with a therapist to explore, what is essentially, coping mechanisms to help you tolerate it more.
I’ve worked in the medical field for almost a decade now and almost all my certs / licenses have been founded on OJT.
When you learn what works best for you, you can communicate that with others and they will help you succeed. This is especially true in a work-place environment.
That’s been my experience anyway
@@GeneralNicklesThat aspect of coding never changes. Professional programmers make just as many mistakes as new programmers. Getting "good" at programming does not equate to avoiding making mistakes - and if you treat it like it does, absolutely you will never get anywhere with coding, no matter how much time you spend on it.
But how many mistakes you make isn't in any way an indicator of how good you are at programming. There's a reason why we have complex, powerful software specifically dedicated for writing code in that can detect and often automatically fix many kinds of mistakes.
And as far as music goes, there is many, many, many different ways to make music without being able to play a physical instrument.
Linus has a beard again lmao
This sounds more like they're pushing into Houdini territory with layered constructive geometry. I wish Unity would look at doing stuff in this space.
More Array sorting. MORE ARRAY SORTING!
Any sort of development is hard, the hard part just shifts elsewhere over time.
"hate that" when talking about UX design... after trying floatplane I can tell...
Dan was great! I can't wait to listen to the rest of this WAN show.
Have you watched any of the corridor crew releases following unreal updates? It seems every time something gets added like the ability to do a virtual 3D drone camera on planned routes or tracking in things like that
I wouldn't say that GameDev is easy, just easier than how it used to be. There is still a lot of not so easy things, also it requires some effort to make something good.
Also, linear algebra / vectors aren't that complicated.
I think the correct word to describe it now would be "GameDev is more accessible", most of the tools are free now and anybody can download them and get started with a couple CZcams tutorials. That doesn't necessarily mean it's easy, but anybody could get started with it.
the importance of math :) even regret not learning it properly, but same time my mind has hard time coprehending it properly.
Yeah being out of the game-dev sphere myself everything Dan talked about still sounded like utter nonsense. Until I can crack open GPT and tell it to whip me up a full character model, rig it, make animations for it, AND make it move within the engine, I won't be whipping up games like it's "easy" any time soon!
@@mlwtapout2358Even with the state of ChatGPT nowdays, still really helpful when you are learning
Oh Fusion 360 is still free... But it has a 10 "active projects" limit that's easy to work around because:
A. You can make unlimited objects in one file
B. You can turn projects offline and make new ones and just rotate between projects.
Unless they recently changed it and my Fusion 360 hasn't caught up with that change yet....
What did they throw at them lol
"perforMANT"! don't just guess words, please.
Good talk, love hearing about gamedev.
Would you like a perfor mint?
UE 5.4 is so amazing
I NOTICED IT AGES AGO
stoooop the dead pixel thing
That game Dan is describing looks right up my alley, I have about 500 hours of factorio, so I guess I'm in the target audience. It does look interesting from the description.
He has some teeny shorts on his youtube channel and at least one game dev twitch stream. He's buhdan
29:10 this is how easy game development has become:
neither unity nor unreal do this by default.
but the bethesda-engine joke shows that people who work on AAA titles aren't masters their craft anymore.
there's a reason why og vetereans form their own indie studios and AAA games are so bugged out and featureless.
Game dev is the easiest it's ever been, making the worst AAA games we've ever seen.
Nice pixel
Dan is bread confirmed
LET MEEE DO IT FOR YOUUUUU
yo youve got a hot pixel on your camera
Came here to say, its easy to make "something" but wether its any good or not is entirely different.
Scared me thinking my tv has a dead pixel
Guys you worried me. You have a dead pixel on the camera, I thought it was my screen.
The neat thing with CZcams and pretty much any video app on a phone is you can rotate the screen and if you just watch the dead pixel, that's a pretty easy way to tell if it's the video or the phone. Or if you're on a computer just drag the window around
I love the Dan’s game idea. Factorio in a compact 3D space sounds really fun and cool. I love Factorio but I’ve always disliked the inevitable massive sprawl of your factories and found the theme kind of bland. Dan’s robot surgery idea sounds awesome and fixes these Factorio personal issues. Will definitely play it if he ever releases it.
21:02 21:54 35:11
So uh, what’s up with the “human organ” bag?
linus dyed his hair?