Game engines Memes

Posts tagged with Game engines

The Project Graveyard Phenomenon

The Project Graveyard Phenomenon
Ah, the project graveyard – where dreams go to hibernate indefinitely. That folder structure on the right isn't just storage, it's a memorial to our collective optimism. We all start with "JUST MAKE IT EXIST FIRST" – that beautiful cyan circle of possibility – convinced this time we'll finish what we started. Then reality kicks in. That 3D spaceship model? That game engine experiment? That revolutionary app idea? All neatly tucked away in folders, waiting for the mythical "when I have time" that never arrives. The true skill isn't starting projects – it's finishing one before getting seduced by the next shiny idea. Meanwhile, our hard drives become digital museums of what-could-have-been.

When You Merge The Wrong Branch To Production

When You Merge The Wrong Branch To Production
The meme shows a ridiculous mashup of a serious war game with a cartoonish vehicle - specifically Ronald McDonald's car photoshopped into a Battlefield combat scene. It's mocking how game franchises can lose their identity when acquired by different publishers. This is basically what happens when you merge codebases without proper integration testing. One minute you're writing a realistic military simulator, then someone pushes to production and suddenly your JSON config is referencing assets from the McDonald's Happy Meal app. The "PRE-ALPHA GAMEPLAY" label is the cherry on top - like when your PM demos a half-baked feature to stakeholders and you're frantically typing "git checkout previous_version" in the background.

Two Types Of Game Engines

Two Types Of Game Engines
Game engines: either drowning in endless menus or making you frantically jump through hoops to accomplish basic tasks. The comic nails it by sorting them into just two categories - "menus" (looking at you, Unity) or "parkour" (hello, Unreal). Anyone who's tried to find that one specific setting buried in Unity's seventeen nested dropdown menus knows the pain. Meanwhile, Unreal devs are performing mental gymnastics just to implement a simple "Hello World" blueprint. And poor Unity, getting called out for "jumping around a lot" yet still being classified as "menus" - the ultimate burn for an engine trying so hard to be developer-friendly. It's like being told you dance like a spreadsheet.

The Wheel Trap

The Wheel Trap
The impossible challenge for indie game devs isn't escaping the horror room—it's resisting the urge to code their own physics engine from scratch when a perfectly functional solution already exists! That creepy Jigsaw-like character knows exactly how to torture developers: put them in a room with a working component and watch them spend 72 hours implementing their own "slightly better" version instead of just using what works. The door to shipping their game has been open the whole time, but they're too busy optimizing wheel rotation algorithms to notice.

Bugs: The Ultimate Copyright Protection

Bugs: The Ultimate Copyright Protection
Ah, the ultimate fingerprint for identifying stolen code—identical bugs! Bethesda didn't just catch Warner copying their code; they caught them copying their exact same bugs . It's like a thief stealing your car but forgetting to fix the broken radio that plays nothing but Kenny G at full volume. The irony is chef's-kiss perfect: Bethesda, a company notorious for shipping games with more bugs than features, using those very bugs as evidence in a lawsuit. "Your Honor, we can prove they stole our code because their game is just as broken as ours, in exactly the same ways!" It's like the digital equivalent of finding your missing sock in your neighbor's laundry—except the sock still has that weird hole you never got around to fixing.

Game Dev Death Match

Game Dev Death Match
The epic showdown nobody expected: Old-school pirate-themed game engines vs. modern anime girl physics engines! Left side shows "THE STRONGEST GAMEDEV IN HISTORY" with a menacing skull pirate that ran smoothly on a Pentium II with 4MB of RAM. Meanwhile, "THE STRONGEST GAMEDEV OF TODAY" features a cute anime character whose hair physics alone requires a NASA supercomputer and makes your GPU beg for mercy. Your RTX 4090 isn't sweating because of ray tracing—it's calculating each individual strand of that anime girl's hair during a gentle breeze.

The Perfect Triple Pun Doesn't Exi-

The Perfect Triple Pun Doesn't Exi-
The perfect triple pun doesn't exi— This tweet is playing with the names of three popular game engines: Unreal, Unity, and Godot. It's saying "It's unreal how much unity there's in godot ..." while actually talking about game development. Like finding a unicorn in your codebase - a pun that works on multiple levels without crashing. The rare instance where a developer's wordplay doesn't need debugging.

The Great GPU Paradox

The Great GPU Paradox
Ah, the beautiful irony of modern gaming! Kingdom Come: Deliverance 2 with its hyper-realistic medieval graphics only needs a modest GTX 1060 to run. Meanwhile, Borderlands 4 with its cartoony cell-shaded style demands an RTX 2070 minimum. It's like needing a supercomputer to run MS Paint while Photoshop runs on a calculator. Game engine optimization is clearly an arcane art that defies logic. The real medieval warfare isn't in the game—it's in your wallet fighting to afford unnecessary GPU upgrades for stylized graphics. Somewhere, a graphics programmer is cackling maniacally while writing the most inefficient shader code possible for those cartoon outlines.

Game Devs And The Holy DeltaTime

Game Devs And The Holy DeltaTime
Frame-independent game physics is the hill many junior devs die on. Multiply all movement by deltaTime or watch your character zoom at light speed on a gaming PC and crawl like a snail on a potato. Skip this step and your boss will find you, and they will kill you. Not the crime mentioned in the meme, but an actual crime against humanity.

Game Programmers' Exclusive Pain Club

Game Programmers' Exclusive Pain Club
Game devs are literally SUFFERING in their own special circle of development hell, and here they are, sipping coffee while laughing at regular programming memes like "Ah yes, humor based on MY pain." The AUDACITY! While web devs cry about centering divs, game programmers are over here wrestling with physics engines that defy actual physics, optimizing 60 FPS on hardware from 2010, and explaining to art directors why no, we cannot actually make the character's hair have 10,000 individually simulated strands. But sure, laugh at the JavaScript joke, it's FINE. TOTALLY FINE. 😭

Every. Damn. Time.

Every. Damn. Time.
That moment when you open a gorgeous-looking game only to find spaghetti code and 30 FPS under the hood. Unreal Engine is like that fancy restaurant where the dining area is immaculate but the kitchen looks like a war zone. Sure, it gives developers incredible graphics capabilities, but optimization? That's apparently an optional DLC that nobody bought. The face says it all - the silent disappointment of finding out your beautiful creation runs like a three-legged horse on most hardware.

Learning C++/Unreal Engine After C#/Unity

Learning C++/Unreal Engine After C#/Unity
Switching from Unity to Unreal is like going from a corporate office to a mob family. In Unity, you innocently call GetComponent<>() and HR's on the phone ready to write you up. Meanwhile, Unreal Engine bros just casually dropping GetWorld()->GetSubsystem<>() like they're asking for a coffee, and everyone thinks it's charming. The syntax difference isn't just technical—it's a whole cultural shift. One's calling HR, the other's getting heart emojis. The language barrier is real, folks.