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As we know GGG introduced RM Unite as their new product. But there are several cons regarding RM Unite.
1. RM Unite technically just package for unity (built on top of unity), RM Unite probably will compete with other Unity package.
2. Massive difference of programming language. Unlike MV and MZ which use JS, RM Unite will use C#. Which i am not interested learning it. (My time already invested in other complex software such as After Effects and DAW)
I know it's too early to discuss it but what i find interesting is according to their recent interview they want to make better and efficient workflow for veteran of RM Dev. They want to change the workflow because the main problems of game development in general is " it's always easy creating game in beginning but as complexity of your game development grow, finishing your game would be very hard" , GGG want to tackle that problem. i think that interview is applicable not only for RM Unite, but as a whole RM Ecosystem/product in general.
this is why i think next RM (after Unite) Should use babylon.js. There are several advantages that i know.
1. Babylon.js has very well documentations than pixi.js
2. Unlike Unity (a game engine which has own editor) Babylon.js does not have editor specifically for game creation although you can still make awesome game with it. Babylon js is simply a real time 3D engine using a JavaScript library for displaying 3D graphics, everything must be created using coding approach which more holistic, (You can even create data oriented design or ECS in Babylon.js) . I think GGG can take advantage of this by creating their own editor specifically in top of babylon.js with more modular functionality similar like Unity or UE Editor but more focused on RPG creation.
3. Javascript and typescript support, perhaps most MV/MZ plugins will work and typescript (which superset of Javascript) will give less compile error than pure javascript.
4. WEBGPU. It's still experimental stage, but the demo of WebGPU in babylon js is very promising compared to WebGL, a massive boost of performance which would benefit for RM Dev. here is for example : a demo of ocean simulation.
5. https://github.com/BabylonJS/BabylonNative Babylon native which deploy your game project into more native app. Babylon native does not use Dom or HTML Rendering instead it will use native graphics APIs (DirectX on Windows, Metal on iOS/MacOS, OpenGL on Android, and OpenXR devices such as HoloLens 2 and Oculus) which would give better performance in general.
6. Babylon js is free and open-source.
So what do you guys think ?
1. RM Unite technically just package for unity (built on top of unity), RM Unite probably will compete with other Unity package.
2. Massive difference of programming language. Unlike MV and MZ which use JS, RM Unite will use C#. Which i am not interested learning it. (My time already invested in other complex software such as After Effects and DAW)
I know it's too early to discuss it but what i find interesting is according to their recent interview they want to make better and efficient workflow for veteran of RM Dev. They want to change the workflow because the main problems of game development in general is " it's always easy creating game in beginning but as complexity of your game development grow, finishing your game would be very hard" , GGG want to tackle that problem. i think that interview is applicable not only for RM Unite, but as a whole RM Ecosystem/product in general.
this is why i think next RM (after Unite) Should use babylon.js. There are several advantages that i know.
1. Babylon.js has very well documentations than pixi.js
2. Unlike Unity (a game engine which has own editor) Babylon.js does not have editor specifically for game creation although you can still make awesome game with it. Babylon js is simply a real time 3D engine using a JavaScript library for displaying 3D graphics, everything must be created using coding approach which more holistic, (You can even create data oriented design or ECS in Babylon.js) . I think GGG can take advantage of this by creating their own editor specifically in top of babylon.js with more modular functionality similar like Unity or UE Editor but more focused on RPG creation.
3. Javascript and typescript support, perhaps most MV/MZ plugins will work and typescript (which superset of Javascript) will give less compile error than pure javascript.
4. WEBGPU. It's still experimental stage, but the demo of WebGPU in babylon js is very promising compared to WebGL, a massive boost of performance which would benefit for RM Dev. here is for example : a demo of ocean simulation.
5. https://github.com/BabylonJS/BabylonNative Babylon native which deploy your game project into more native app. Babylon native does not use Dom or HTML Rendering instead it will use native graphics APIs (DirectX on Windows, Metal on iOS/MacOS, OpenGL on Android, and OpenXR devices such as HoloLens 2 and Oculus) which would give better performance in general.
6. Babylon js is free and open-source.
So what do you guys think ?
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