It's kinda weird seeing all the pull requests in the bugfix list. Like, it's good to share progress, but it's sad to see it on a proprietary platform.
It is weird, though it beats traditional closed source by a long shot.
At least this way developers can fix low-priority issues that are critical to their specific situation without having to wait, making the fix available to everyone else in the process.
It's kinda weird seeing all the pull requests in the bugfix list. Like, it's good to share progress, but it's sad to see it on a proprietary platform.
As long as the people submitting those pull requests understood the ramifications of contributing code gratis to a proprietary platform, there's nothing sad about it.
How is mobile support now? I noticed they've got a bunch of promising-sounding mobile upgrades. I'm interested in making simple mobile titles, but last time I checked it out Unreal seemed targeted at making super high performance games on high end mobile devices, rather than simple games that most devices can run. Tappy Chicken would make my phone get super hot and destroyed my battery-- and that's about as simple as a game can get. Is Unreal a good choice now for making straightforward mobile games? A year ago, I felt like Unity was a better choice for that, but wonder if that's still true today.
Is it me or does Epic have one of the most effective and productive development teams on Earth? This was less than two and a half months ago: https://www.unrealengine.com/blog/unreal-engine-49-released
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
yeaaaah. I'm guessing they're a lot more in line with a traditional software company.
They're building tooling that's meant to stand the test of time instead of a ton of assets and scripts that'll be scrapped come release. We're talking about Xcode or Visual Studio.
The team has time to do organized sprints, suites of unit tests, maybe float betas to customers. Lots of goodness.
It's kinda weird seeing all the pull requests in the bugfix list. Like, it's good to share progress, but it's sad to see it on a proprietary platform.
As long as the people submitting those pull requests understood the ramifications of contributing code gratis to a proprietary platform, there's nothing sad about it.
you probably sign a license agreement: there's no "As long as you understand"
Ah, I've been playing around with UE 4.9 this week and was missing the VS2015 support. Good to see it added. The blueprint graph node alignment feature is rather neat as well. I've found myself spending far too much time dragging nodes so they are all "just so."
Wow: Visual Studio 2015 Support I think this is one of the great results of the new Microsoft.
How does this have anything to do with the new Microsoft? Unreal has always been a windows based engine. Of course it currently runs on many more platforms but Windows/Visual Studio is where its roots are.