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submitted 1 year ago by DannyMac@lemmy.world to c/games@lemmy.world
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[-] IWantToFuckSpez@kbin.social 20 points 1 year ago* (last edited 1 year ago)

Of course they don’t see synergy. The vast majority of Unity game developer will never need Weta Tools or Ziva FX. And the one that might have been useful, that texture generator tool called ArtEngine, is discontinued. And all their other tools they acquired are half baked. Like that version control system Plastic SCM

[-] ArmoredThirteen@lemmy.ml 21 points 1 year ago

Don't get me started on Plastic... There's this weird thing that happens internally sometimes when we get to work on fun projects, like mini game jams kind of thing. Someone in the group will inevitably be like "We should use Plastic" and we all kinda have to go along with it because it feels like we're not allowed to admit that Plastic blows. Then we end up frustrated and complaining about it but not switching to Git because again, can't say out loud that one of our own tools doesn't work well that would just be silly

[-] kryllic@programming.dev 12 points 1 year ago

Too bad Unity axed that project to create a game in-house using the engine to identify weak points and improve the engine. My guess is they realized how many of their acquired tools aren't as good as they had hoped and didn't want to admit they messed up in a few places. I sense lots of tech debt in the engine.

[-] ArmoredThirteen@lemmy.ml 6 points 1 year ago

Gigaya, yeah. I have very little insight on that one it came as a bit of a shock internally too from my understanding. I really wish that project kept going it had a lot of value. From my point of view in my fairly limited position, the tech debt I deal with isn't too bad but there are wild scaling issues from growing too fast in the last few years.

this post was submitted on 13 Nov 2023
270 points (98.2% liked)

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