Quote: "Don’t think that is really the point in comparing or discussing so no need to get so defensive?"
Because it is the same old argument over again. You don't choose a game idea and randomly select a game engine for that idea.
Won't be able to create a borderlands clone in unity engine as an example, while it is possible unity does have some limitations with regards to culling and a few minor things related to open world games, however the engine isn't suited to as well to the genre as is unreal or crytek or the dunia engine, which has FPS open world games in mind.
Same applies to gameguru, it is intended to create a specific style of game and it does pretty well in that regards.Gameguru is not a open world game engine were was and will never be one.But it is not to say you can't create some thing to that effect either it will be limited in what can be done overall.
Now if we actually look at the game borderlands, the assumption is that it a open world game. It isn't really a open world game, it has carefully constructed levels that are linked to one another changing from one level to the next will result in some character AI to re-spawn in some cases even bosses, while the base level objectives have been achieved it often resulted in resetting certain things with in that level.
Why because of memory constraints trying to remember every thing that has happened in a level takes a huge amount of resources and objectively it is just cheaper memory wise to remember the main conditions of the particular level and pretty much discard the rest, however it doesn't discard every thing in memory, it does so after some progression has been made in the game and has new things to put in memory.
So it kinda provides a quite convincingly rendition of what a open world game should be. Now if you look at skyrim, as an example of a open world game, that has it's own specialty engine in this regard it is what is considered a true open world game engine. Skyrim is like an elephant it NEVER forgets, every single interaction or animal or AI you have killed is remembered.
You placed a sword in a cave at the start of the game and 50 levels later you return to the area the sword is going to be exactly where you placed it.Skyrim was so good at mirco managing their environment bears and wolves would some times come down from the mountains and wipe out an entire town, which for example forced soldiers guarding certain areas having to go a next town over to get food and would get in trouble for abandoning its post.
The point is each individual engine has specific features and points that assist in creation of certain genre or game type better then others.Gameguru is not different it is really strong in the quick game creation aspect and better in this regard to most engine this allows for the creation of specific game type in this game the standard FPS shooter type game.
There is absolutely nothing wrong with that, trying some thing entirely different outside of the scope of gameguru and then complaining about it failing to do so, is what grinds my gears endlessly and get pretty annoyed with that.
But that is not to say you can't get gameguru to do your bidding to some extend, but it is about realistic expectations and goals when designing some with. Most just start creating a game without planing, with goals and expectations without actually looking at what the limitations are and if their goals can be met in this regard. This usually ends up in complaints and arguments about how this and that is wrong with the engine because it won't allow me to create this and that game or the end result isn't what the user intended the game to be.
This is game development it requires skill and lots of experience, unfortunately this it runs true for unreal, unity and even gameguru and any other game engine out on the market. Because the low learning curve and being far easier then most game engines and making the skill level requirement pretty low doesn't automatically mean no skill is required or understanding of game development isn't needed. You need to start some where and skill is acquired by experience in using the product.
You can do amazing things in gameguru, and it in no way diminishes what it can do because this game in unreal or this game in unity did more or less. Assumption that unreal or unity has no bugs, it has plenty of bugs as with all software in life, nothing is ever 100% foolproof just not how the world works there is just too many instances and derivatives to compute or account for.
So yeah I get annoyed, when I am equally entitled to complain about how I think gameguru is a pretty great engine and not actually caring about the negative aspects it has never really bothered me and it seems the people complaining about the negatives can't handle that. I really don't care, I am quite happy with what I have and what I can do, I am more then happy to continue enjoying gameguru as is.
If you feel gameguru isn't suited for you, then good luck with whatever you choose in future to work with, but don't be a pest and expect warm fuzzy touchy feelings and reception complaining about what unreal can do and gameguru can't, this is gameguru forum not unreal forum. Additionally I am going to say it as it is, I have no intention of being PC or woke I am straight as a arrow and have no issue being blunt and being opinionated.
With that said I don't have time for threads like this, it is counterproductive achieves nothing, so enjoy, have fun and happy game creation.
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