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Tinker Tuesday for September 17, 2024

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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I actually did get to spend some time on it, but I spent it all on wondering whether I even want to use Unreal.

The Editor is cumbersome, and right now I'm not sure of the degree to which it's possible to circumvent it. And more fundamentally, C++ code takes longer to write than C# code, isn't as nice to work with in my opinion, and I wince a little every time I need to maintain a header file in addition to the implementation file. I can write C++ code sure enough, and have done so for several years professionally, but for a hobby project I find that my lack of enjoyment in working with it relative to the ease with which I can crank out C# code is actually a motivational hindrance.

So I spent far too many hours trying to find arguments for and against using Unreal over Godot over Unity over making my own engine, and the same for C++ VS C#. All of which was slightly entertaining, minimally productive, and has left me much in the same spot that I started out in.

Maybe those are just teething issues. Maybe the Unreal Editor can be handled more elegantly, and perhaps more can be done in pure code than I see right now, and there are probably macros and Unreal-specific data types that make Unreal C++ code easier to write. If one only knows how. I wish Zorba (or another experienced Unreal dev) would weigh in on this and point out some good starter resources for devs who may be experienced in general but are so-far ignorant about Unreal Quality Of Life features.

As said I also considered going back to Unity, where I have a large code-base to return to but the general shoddiness of the engine and its delirious development in recent years warn me off, and Godot, which was enjoyable to work with but hell to set up for C# and double-precision coordinates, and has a very political userbase besides.

So no, no development done, which feels like a lot of wasted time to me. When if not now? But I also don't want to waste my time on a framework that will end up frustrating me one way or another. Indecision. A plague.

If you switch back to Godot or Unity, I might be able to chime in with something constructive. Unreal is the one engine I didn't touch at all over the years. A political userbase is annoying, but Godot is on the MIT license, it's not like they can yoink it away from you (I don't remember the details of the Unity drama, but that seems to be an advantage over it, at least).