I hope game developers can shift to different game engines! Can’t imagine how difficult that could be since I don’t even know more than some basic python.
It’s pretty much a “develop from zero” situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn’t even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.
Probably difficult difficult limes difficult. Like rebuilding a wood frame house into a concrete block house.
You can reuse parts (doors, windows, etc) but not everything comes apart easily, and it’s still a lot of work reassembling things. Even the parts you should be able to reuse, you may end up replacing since they don’t “disassemble” easily.
It's usually quite difficult, since most other engines use C++, which is pretty different from C# in many aspects. My engine (PixelPerfectEngine - 2D game engine primarily aimed at retro pixelart games, link: https://github.com/ZILtoid1991/pixelperfectengine ) is written in D, which is much closer to C# in a lot of aspects, however my engine is far less capable than Unity, still needs a lot of development, and also has it's own quirks that make some features inconveinent to implement or add.
Mine is quite minimalistic, and relies for the D runtime and standard library (or other D libraries) for many things. Also my engine is primarily geared towards retro pixelart games, and works as such. Currently, the CPU renders to a low-res texture (as seen in emulators), which is then stretched to a higher resolution, later on it'll replaced by custom shaders that do color lookup and render directly to a texture (which is quite complicated, simpler methods would cause easily misalignable pixels, thus defeating the engine's purpose, even if some likes the "smooth" scaling from other engines).
I think the best way would be to re-record the audio. Laugh track usually overlaps the dialog a bit so it’s impossible to get rid of it. You just have to find some actors and have them read the script. The casts of most sitcons are not that big. You will need like what? 10 people? You can probably do it with your friends. Then just add some basic sound effects like door closing and cars starting. A bit of work but doable.
I don’t recommend doing this. The dialog is far worse with the awkward gaps of silence.
I remember watching a few short vids on Youtube where people were making claims that Friends is unfunny garbage with out without the laugh track, but the truth is the awkward silences kill all jokes.
I don’t recommend doing this. The dialog is far worse with the awkward gaps of silence.
I remember watching a few short vids on Youtube where people were making claims that Friends is unfunny garbage with out without the laugh track, but the truth is the awkward silences kill all jokes.
I don’t recommend doing this. The dialog is far worse with the awkward gaps of silence.
I remember watching a few short vids on Youtube where people were making claims that Friends is unfunny garbage with out without the laugh track, but the truth is the awkward silences kill all jokes.
piracy
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