Reposted by @gmilh.bsky.socialSooz Kempner @soozuk.bsky.social · 03/08/2026he's right and he should say it 23343388
gmilh.bsky.social @gmilh.bsky.social · 16/07/2026Engagement of any kind, whether it be likes, dislikes, comments, or shares, boosts visibility on the youtube algorithm. At the end of the day, positive comments don't boost sales. Having your video reach your target audience does. This may be a blessing in disguise. 1110
gmilh.bsky.social @gmilh.bsky.social · 11/07/2026There are a few logical puzzles early on. But it quickly escalates to notes, letters, and books about the geography and history of its fictional world. The core game loop can be VERY tedious, feel like wasting your time, and I hate it. But it's my fav game of 2025, and one of the best games ever. 010
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026> Posts an outlandish take about banning popular game engine > Receive a detailed explanation why that would render gamedev prohibitively expensive > Responds with a "NERDS!" gif Why do I even bother... 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Well, that’s a you problem. In the real world, game developers are real people, with real bills to pay. Who need to make do, with what little budget the publishers grant them. I’m sorry we don’t all live in a world of infinite development time and budget. 101
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026UE6 is the one being built to really tackle the tech debt that Fortnite suffers from. Rewriting the engine to that extent, while also supporting a live service again, is a quite long task. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026I explain it in the follow-up post. It was mostly built for the demands of the Volume and their partnership with Disney. Lumen, Nanite, and Chaos are the trinity of low performance tech, that halve your fps, and only work well for previz stuff. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Gamedev is barely sustainable as is. Punching down on Unreal’s flaws as a jack of all trades solves nothing. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Ban the engine like OP suggested, every studio would need to develop and maintain their own custom tech. And take way longer to onboard new hires. Resulting in increasing development time, and skyrocketing costs to make games. 200
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026The underlying point is that giving “Unreal games bad” bland statements is missing the forest for the tree. Many games existing today, are only able to exist because off the shelf engines like Unreal allow them to be made. 200
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Just like the unoptimized graphical features of UE5 were influenced by the Volume technology. And Verse is designed around the needs of Fortnite. 000
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026I know what game Unreal Engine 1 was developed for. Fortnite was originally built on Unreal Engine 4. When UE4 was in development, Epic was working on UT4 and Paragon. Design decisions taken when going from UE3 to 4 were based on the needs of those 2 titles. 200
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026but what about a single digit indie team making a level based action game? Or a couch co-op arena game? They’re gonna have to deal with Verse, an over engineered scripting language. Bloated with live service features they don’t need. 000
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026And the same will happen when you go the other way around. They’re planning to replace Blueprints with Verse. Verse is tailored suit for a live service game. It’ll streamline development for Fortnite, and the minigames Creators make for it. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026If you aim for something different but still adjecent. You’ll have some problems, but still manageable. But when you go from Unreal Tournament to Fortnite, you’ll start encounter some serious problems. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026It wasn’t intended for a live service game. It wasn’t intended for large open worlds. And it wasn’t intended to allow “creators” in the audience to make smaller games within a game made with it. If you use the engine to make the kind of game it was designed to make, then you have (almost) no problem 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Not… really? What I’m talking about here, is that Fortnite is a battle royale live service game, that also wants to be Roblox now? Unreal Engine is… Unreal Tournement’s engine. It was made for the development an online match based shooter, in confined arenas. 200
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Still, there’s been a non-zero amount of instances of games using custom engines having this issue. From a brief Google search, I could see some instances of Overwatch 2 and Elden Ring having shader compilation stutter on PC. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Yes and no. Unreal is used the most, including by smaller teams, that lack dedicated engine and graphics engineers. So the problem is most prominently observed in Unreal games. Large studios with proprietary tech always have dedicated engineers. So they are better equipped to tackle this issue. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Fair enough. Like I said, I was paraphrasing the way it was explained to me. All I know for a fact, is that DX11 UE4 didn’t have this issue. While DX12 UE5 do. And that there are developers’ posts online, pre-dating Epic’s official solution that shipped with UE5.6, offer workarounds for the stutter 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026So now they have chip away at the underlying issues with the engine. But since it’s a live service game, Epic has to split its resources between supporting the game with new content. While slowly reworking the base engine, to better support a game of this type and scope. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Many of their issues are due to the engine not having been built from the ground up for a a game of this scale, with this specific kind of needs. They could not have been built such an engine upfront. Because they didn’t have any guarantee it would’ve been this successful. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Fortnite is a live service game. Online 24/7. every update needs to provide continuity. They can’t just take the game, fix everything, and upload a new version when it’s done. They need to provide constant updates with new content. They need to make sure players don’t lose all the cosmetics they buy 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026If they had started from scratch, they would have never been able to build a whole engine, and a battle royale on top of it. And without this velocity, they could’ve never overtake PUBG, like they did. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Fortnite was at first a Minecraft clone. Midway through development PUBG came out, so they repurposed it as a battle royale. But they were only able to get there, because they had Unreal Engine 4 already made. And had all the code for the original Fortnite (non battle royale) already made. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Stutter issue aside, which is caused by modern graphic libraries. The main issue with Fortnite is not money, but scope and development time. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026Unreal didn’t have a solution since adopting DX12. I heard they implemented some solution since UE5.6. Personally, I have stuck with Unreal 4.26 and DX11 000
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026What ended up happening, is that nobody really did. So now games just compile shaders at runtime. Which causes stuttering. I’m not sure how Unity and Godot manage to handle that better than Unreal. I don’t work in those engines. 200
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026With textures this size, packaging precompiled shaders would increase the game size massively. Especially on PC, where you’d have to package shaders for every possible GPU config. So the developers responsible for the graphic APIs decided to let the game devs, figure out a solution individually. 100
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026The stutter itself is a separate issue from the engine. UE5 uses DX12 and Vulkan. (From I’m paraphrasing) Until DX11, shaders used to be precompiled and packaged with the game. But with 4K gaming, games now ship with textures that can reach 8k in res. That’s no longer feasible. 200
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026People who blame Unreal for unoptimized, buggy, and generic games, are clueless morons. If a studio doesn’t have the budget to optimize, bugfix, and make games feel unique, when they use an off the shelf engine. They definitely don’t have the budget to do all that, and build an engine from scratch. 110
gmilh.bsky.social @gmilh.bsky.social · 09/07/2026You think wrong! The reason why everybody is using Unreal, is because games today are too complex. Building and maintaining engines is not financially feasible, for modern games. 110
gmilh.bsky.social @gmilh.bsky.social · 17/06/2026Yeah, I’m still sticking with Unreal 4.26. May even downgrade to 4.25. I heard the editor there is even more responsive. 000
gmilh.bsky.social @gmilh.bsky.social · 16/06/2026I remember about a decade ago, there were these one pager docs going around. Showing “fun little projects” to learn coding. An example they frequently listed “make a twitter clone with python in one week”. Then actual twitter was taken over, and suddenly cloning twitter was actually very hard again! 160
Reposted by @gmilh.bsky.socialSparseal @sparseal.bsky.social · 21/04/2026Wafer 1.2 for Windows is now available for purchase. sparseal.com/wafer/ 1226
Reposted by @gmilh.bsky.socialSparseal @sparseal.bsky.social · 24/02/2026Introducing Wafer A new 3D texturing software focused on stylized, hand-painting and NPR assets. Built for extreme performance, compatibility and energy efficiency. Now available for iPad 822359
gmilh.bsky.social @gmilh.bsky.social · 12/03/2026youtu.be/VXlpaBbprtI?...youtu.beChoo Choo scene - Indiana Jones and the Great CircleYouTube video by GamePLAY 000
Reposted by @gmilh.bsky.socialSam Santala 🇬🇧🇫🇮🇪🇺 @samsantala.bsky.social · 11/03/2026Posted on LinkedIn last night, woke up to several hundred notifications, friends requests, etc. Seems I struck a nerve in the industry by saying I wanted to create my own projects and not be at the sway of execs. I've said for a while it's going to have to be smaller studios and smaller projects. 4444968
gmilh.bsky.social @gmilh.bsky.social · 21/02/2026A bunch of kids grew up with live service bullshit. They have no frame for understanding that the average game is a finished product, when it launches. 010
Reposted by @gmilh.bsky.socialKenney @kenney.nl · 17/02/2026A super easy to use game engine for Nintendo 64 released! ✨ I tried loading in my #gameassets to see if they're compatible but it seems they'll need some manual adjusting, hope that gets fixed in the future. www.youtube.com/watch?v=4BCm...youtube.comPyrite64 - N64 Engine & Editor [Release]YouTube video by HailToDodongo 520346
Reposted by @gmilh.bsky.socialKenney @kenney.nl · 14/01/2026I'm beyond excited to release 120 (!) retro textures tomorrow. They'll be CC0 (public domain) so they can be used in every sort of project, no restrictions and no need for attribution. No AI was used to create these, all handmade. See you tomorrow! ✨ 430949
gmilh.bsky.social @gmilh.bsky.social · 30/11/2025I got myself a usb stick, from a good brand, and with a good amount of space. To be able to quickly move files between my desktop and laptop in a pinch, without the added time sink of going through cloud or source control. I barely used it, and the drive is already failing! 000
gmilh.bsky.social @gmilh.bsky.social · 30/11/2025you published other games as part of your journey to learn game dev? Tough luck, you can never be nominated for this category… unless you start a studio with other people” 020
gmilh.bsky.social @gmilh.bsky.social · 30/11/2025You simply can’t go from 0 to making an award nominated game. So, that leaves us with this category being unfair toward solo devs, if Devinad is allowed to withdrawn “ 120
gmilh.bsky.social @gmilh.bsky.social · 30/11/2025As a team, sure. That may be that specific team’s first commercial project. Or their first commercial project under that legal entity, which is the studio. However, I can 100% guarantee every single developer on that team got several student projects, hobby projects, and/or gamejams under their belt 120
gmilh.bsky.social @gmilh.bsky.social · 30/11/2025I don’t think Dani Dev- I mean, “Vedinad” should’ve withdrawn. Nobody, and I mean literally nobody, who got ever nominated for that category, was nominated for their very first game ever. 221