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Why make a game in Unity if you already need to write code for it?
Why do you need to make a game on Unity, if you need to write code for it later? Isn't it easier to write code for this game right away than to spend many hours of precious time to make a character in Unity?
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Well, if you are ready to write a 3D engine from scratch, understand how geometry works, figure out how to correctly calculate the reflection of light, invent and implement your own format of 3D models and how to animate them, write all the functions, you can do without unity.
Maybe you will also draw a circle not with the circle function, but calculate the coordinates of each point in the video memory, calculate the bit value for the color and work directly?
I didn't understand the question. You wrote a couple of hours ago how to collect parts of the game at one point. You immediately write code for the game, what do you not like?
Author, you will be surprised, but in Unity you write code that is directly related to the game process. You, smart guy, have been fenced off from millions of lines of initialization of the graphics engine, cross-platform solutions, work with OpenGL, DirectX libraries and others. From the implementation of input, sound solutions and other things. You should be ashamed with such a question if you consider yourself a developer.
Writing code for a game from scratch is:
1. Implement methods to work with OpenGL or DirectX.
1.1. Or do you want not to use them (after all, they are not your code either), but immediately use the work with the GPU? Calculate geometry, perspective, viewport and more?
2. Implement hundreds of classes for displaying sprites, 3D models, shadows, shaders, lighting.
3. Implement a sound engine: the position of the sound in space relative to the source/receiver
4. Implement an input system, support for controllers, mice, etc.
5. Implement a physics engine. Do you think the drop of a figure in Unity, which is done in 5 clicks, is done by OpenGL? What about collisions?
And what I described above hasn't even touched your game yet, can you guess? You haven't even named it yet. But you will spend several years on it.
In general, something else is stupid to breed.
Then, that this engine helps in development.
And game development (and its subsequent development) is not limited to writing code.
What would you like: almost complete freedom of action (you can even pin new versions of C # and work on them) due to a full-featured programming language that is still compiled by a cross-platform framework, or a limited list of actions that are ultimately programmed anyway ? There will never be an ideal development environment
, in the sense of "twice clicked and it turned out to be an AAA game", because no one knows what needs you need to implement.
Otherwise communism would have come long ago.
And by the way, in Unity you can do something using the GUI (smoke https://docs.unity3d.com/Manual/script-EventTrigge... but even there the entire list of actions can be implemented using a script.
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