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2. the first one used Unity, a lot of the code can just be copied over
3. it is cheap
4. Custom code for Unity use C# which is easier to write, but 3x slower than C++
Thanks for the response. Is it safe to say then that the answer to the question is basically because it suits the devs better and not the game as a whole?
Or is it equally as fair to say that the game would probably still be in development for another 3-4 years if it were a different game engine
depends on the skill of their programmers obviously, low skill programmers may never get it done.
There is no game that supports map size of billions of kilometres, rendering objects from a million km away, or physics for custom build rocket. All of these require custom engine, or heavy modification of existing engine. The first KSP hit many limitations because of Unity, common sense would suggest that the second one would avoid those limitations.
They chose to be cheap and easy instead.
That provides some hope then. So in saying that there is still huge potential there to get this game running really well whilst also achieving everything mentioned in the marketing schemes?
That being said, its probably fair to say that the dev team isn't "experienced" (lack of a better word) in an ideal enough way to pull it off? Or are we just being picky ♥♥♥♥♥ and should let it slide for a while lol
sure you can technically, do a lot of things in Unity, problem is it'll run like ♥♥♥♥. So usually you only use it for games that would have huge performance headroom anyway so that performance is not a concern.
As for stuff far away, they're actually rendered separately, again with custom code and then layered ontop of the final image, again major performance impact.
Since KSP1 used Unity, sticking with it for KSP2 is an obvious win. Not just for the dev team, but importantly for all the modders, It's not just the KSP1 code that would be easier to port over, sticking with the same programming language helps modders adapt to the new game.
They did avoid the limitations of Unity that hurt the first game. The first game used the Unity physics engine. That's an obvious mistake that no one who knew game dev would make - despite the word "physics", it's entirely the wrong tool for actual physics sim. KSP1 was started buy a web developer with no clue about this stuff, and so saddled all future development with trying to make Unity physics work. The first thing the new team did was write a proper physics engine for KSP2.
It wasn't really a limitation of Unity, it was a limitation of a terrible architectural mistake that could never be fixed without a complete re-write.
Not sure where your getting that stat from but I can assure you it is false.
They are also platform invoking into quite a few C++ libraries, is this counted in your 3x slower?
CryTek would like a word with you.