• bigboismith@lemmy.world
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      13 days ago

      If I recall correctly, very little of rimworld actually uses unity functionality. It’s just a “seperate” game viewed through unity

      • Chaf@slrpnk.net
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        12 days ago

        That would explain why it’s one of the few unity games that does not try to burn a hole into my laptop! Was always wondering how they achieved that. Usually when I see that a game uses unity, I can already guess that it won’t run well on my machine

        • mojofrododojo@lemmy.world
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          12 days ago

          interesting! for me that’s always the sign of unreal engine - fans set to max, and get prepare for input lag lol

          • Chaf@slrpnk.net
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            12 days ago

            I hardly play games that use the unreal engine, but I’d expect that to be similar, especially as unreal engine is usually used for more graphics intensive 3D games.

            The thing that annoys me about unity, is that it performs like ass even for games that should easily run on an iGPU, like RimWorld levels of graphic. I’m not saying their graphics are bad, it has its own style and I like it, but 2D games should definitely be able to run on an integrated graphics card, and there are a lot of games using unity that don’t. Either the engine is shitty, or it’s making it too easy to create unoptimized games

            • mojofrododojo@lemmy.world
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              12 days ago

              unreal engine is usually used for more graphics intensive 3D games.

              yeah and it’s optimized for shit. if you want a AAA gorgeous shooter, go unreal, otherwise, I dunno why anyone uses the fuckin thing. it’s a lot more work to beat unreal into a 2d app or rts than unity requires.

              but hey, fuck unity too lol, they fucked around with developers and found out, glad to see rimworld leaving; I’m becoming a big fan of godot, the engine just springs open damned near instantly.

    • Cethin@lemmy.zip
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      12 days ago

      I don’t know what the other user is talking about it being a “separate game.” It is heavily data-focused though. It’s mostly C# code. As long as that doesn’t make calls to Unity functions, it’s fine, but also I’m certain they, and other mods, have. However, you can still handle this, similar to how WINE can run Windows applications without running Windows. You have a compatibility layer that routes all the calls that would have gone to Unity to your own systems that behave as close to identically as possible. If you make a call to “UnityEngine.Vector3”, for example, you just create your own “UnityEngine.Vector3” that replicates the functionality.