FPSSample
rbfx
FPSSample | rbfx | |
---|---|---|
4 | 22 | |
4,781 | 745 | |
0.4% | 1.7% | |
0.0 | 9.6 | |
5 months ago | about 15 hours ago | |
C# | C++ | |
GNU General Public License v3.0 or later | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
FPSSample
-
Unity will quietly waive fees if developers switch to its ad monetisation
I wish they'd go the way of Epic and make an actual game with their engine. They've tried a few times and given up each time. It's pretty embarrassing when they've done things like released a fully featured multiplayer FPS demo that doesn't actually work out of the box and has a custom editor tool manager, custom scene loader, and custom networking layer that were never merged into mainline unity. Meanwhile they still have no official stable networking module. The old functional one was sunset and the new ones are still in beta.
https://github.com/Unity-Technologies/FPSSample
> This project is based on Unity 2018.3
> NOTE: Due to a bug in Unity 2018.3, you have to take the following step right after the initial import: 1 Search for Firstperson_Projection in the Project search field. Select the 4 shaders, right click and reimport them. 2 If you have script compile errors related to entities, you need to remove and re-install the entities package.
> One day soon we will remove this note and there will be cake.
> Once the editor is ready, open the Project Tools Window by navigating to FPS Sample > Windows > Project tools.
> Keep this window docked as you will use it a lot. From here you can open the levels, build assetbundles and build standalone players.
https://github.com/UnityTechnologies/open-project-1
> Note: As of December 2021, Open Projects and Chop Chop are not in development anymore.
- Literatur für Gaming-Netzwerkprotokolle
-
Unity merges with IronSource
> Anyway, if you want a clearer picture why they decided to throw the packages away, I recommend reading the source and/or trying to use them.
This isn't really a good excuse for why core features have been rewritten 4x without a production release and with no legacy version available for the latest engine.
You left out MLAPI from your link and the FPS Multiplayer Sample NetCode
https://docs-multiplayer.unity3d.com/netcode/0.1.0/getting-s...
https://github.com/Unity-Technologies/FPSSample
> Uhhhh? The package is literally right there.
I mean actually release it in a way that's stable for teams working on a game. Not "This package is available as a preview, so it is not ready for production use."
The current roadmap plan is for Netcode for ECS to reach production way after Netcode for GameObjects.
Bolt is not Unity Visual Scripting. It's extremely similar but that only makes it more confusing. Bolt is a separate asset which is still maintained, the last update was a month ago.
> develop a "vnext" tool while still supporting a "legacy" tool
Except their only production level multiplayer library, UNet is not supported anymore. There is no official way to make multiplayer Unity games right now that isn't a preview package or deprecated.
-
Are there any open source AAA/Clean Coded games?
This one? https://github.com/Unity-Technologies/FPSSample
rbfx
-
Are there any cross-platform high-level fully programmatic mobile frameworks like Apple's SceneKit, SpriteKit, and GameplayKit that do not depend on special IDEs or visual editors?
good engines for C++ that meet your requirements https://github.com/u3d-community/U3D https://github.com/rbfx/rbfx i highly recommend taking a look at rbfx, U3D doesn't have all the fancy features that rbfx has but deep down they are the same engine almost. They are forks of Urho3D, a mature engine that has existed from the year of 2011/2010.
- The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them!
-
Searching for Reliable Cross-Platform Rendering Framework (C/C++)
Urho3D is dead. There is the U3D project which is essentially a maintenance fork made after the original project was taken over by a crazy Russian nationalist. There is also rbfx which is a progression fork that is working to make improvements such as to the PBR rendering pipeline, making it work with C# if desired, as well as rebuilding and improving the editor. The original Urho3D is soon to be even more dead than currently, since the discourse forum is set for archival and deactivation at 4:00 AM tomorrow morning.
-
As of 2023, what is the state of things regarding C/C++ 3D graphics libraries for the web?
Go to: https://github.com/rbfx/rbfx, they have a discord but IIRC it's basically just a CMake build so you flip the flags to say "WebGL" or "Emscripten" or w/e and CMake will basically tell you everything that's wrong.
- rbfx: Game engine with (optional) C# support and WYSIWYG editor.
- Cross-platform open-source game engine with C# support and Unity-like editor
- Rbfx: Open-source game engine with Unity-like editor and C# support
-
Unity merges with IronSource
If anyone is looking for a Unity alternative, the guys at rbfx are doing a great job revamping the old Urho3D codebase: https://github.com/rbfx/rbfx
It has good C# scripting support, a nice editor and modern rendering pipeline.
-
Game engine for programmars
You could try Urho3D or its newer fork rbfx.
-
Preferred game engine
I use an engine called rbfx which is a fork of the Urho3D engine. A lot of it is just the fact that I've been using it for over a decade, so I am comfortable with it. I'm a programmer, not really comfortable with integrated editor engines such as Unity or Godot, and the easy C++ extensibility of the engine appeals to me. Plus it's decently powerful, and well supported on a lot of platforms (I build for Windows, WebGL, and very occasionally RPi for the most part) and is open source to satisfy that stubbornly libertarian side of my character.