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Epic Games Supports Blender Foundation with $1.2M

blender.org

101–110 of 261 posts

Re: Epic Games Supports Blender Foundation with $1.2M

#101

Commoditize one's compliments: https://jasongriffey.net/wp/2012/04/19/commoditizing-our-com... Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya, or at least that is the case with the large majority of professionals. This is an impediment to using Unreal Engine and thus makes Epic Games sort of dependent on Autodesk. There is probably no coincidence that the new general m…

I never understood when important people force deals with companies they used to work at. He doesn't work for Autodesk any more, why would he care how well they're doing? Is he being paid by autodesk? I mean I know he might be friends with people from those companies still, but he's actively hurting his own company by making these calls.

> I never understood when bigshots force deals with companies they used to work at

It's the devil they know. It's not likely malicious or anything conniving, and just something they feel comfortable talking about when making the pitch for their integration.

Re: Epic Games Supports Blender Foundation with $1.2M

#102
post #90

Earlier quoted context omitted.

Originally, Steam's 30% cut was a huge windfall for developers (retail stores could take 60%+). But I won't harp on that, just a historical note for why people (including developers) might still like the (existing) middlemen. The 30% figure is a bit deceiving. If you sell a lot on Steam, you can get a better cut from Valve, but you don't even need to sell a single copy to get a 100% cut - Valve charges nothing for St…

> Given that Tim wants to force everyone to use his crappy launcher This is a pretty wild accusation to make with no lead-up or follow-through.

[deleted]

Re: Epic Games Supports Blender Foundation with $1.2M

#103
post #14

Earlier quoted context omitted.

There always have been money extraction schemes targeted at kids Pokémon, Magic the Gathering and so on come to mind. It is the parents responsibility to counter that.

As adults not participating, it feels like a waste of money. The rewards aren't 'valuable'. To the kids, the cost is worth it, bringing them happiness, social experiences, and a fun childhood to look back on. As long as it the amount doesn't get unreasonable relative to the means of their parents, it may be a good investment.

Making financial mistakes on a small scale will also help to make kids financially better educated adults and prevent them to make those mistakes on a bigger scale.

Re: Epic Games Supports Blender Foundation with $1.2M

#104
post #90

Earlier quoted context omitted.

Originally, Steam's 30% cut was a huge windfall for developers (retail stores could take 60%+). But I won't harp on that, just a historical note for why people (including developers) might still like the (existing) middlemen. The 30% figure is a bit deceiving. If you sell a lot on Steam, you can get a better cut from Valve, but you don't even need to sell a single copy to get a 100% cut - Valve charges nothing for St…

> Given that Tim wants to force everyone to use his crappy launcher This is a pretty wild accusation to make with no lead-up or follow-through.

The store does not have a shopping cart feature, and started flagging people for fraud for buying multiple games in a row during a huge sale

Re: Epic Games Supports Blender Foundation with $1.2M

#105
post #49

Earlier quoted context omitted.

> Epic Games Store and its DRM EGS doesn't have DRM, it is up to each game to implement their own if they want, but the store itself doesn't provide any. Which is great since most games do not bother :-P (although i'd prefer it if they had a DRM-free stance like GOG, but Epic is too publisher-friendly to allow that).

Try downloading assets from the Unreal store on Linux.

What does EGS not providing DRM itself have to do with downloading assets from the Unreal store on Linux? AFAIK EGS isn't even supported on Linux.

Re: Epic Games Supports Blender Foundation with $1.2M

#106

As someone who's done lots of Blender work as well as Maya and integrations with Unity and Unreal Engine, I still think there's quite a long way to go to make Blender a good option for game development. It's free, it kind of works but it's very painful when it comes to animation, texturing, and details. Right now, this is what I usually do: - Basic Modeling: Blender - Sculpting + Details: ZBrush - Painting: Substance…

I'm curious why you would use Blender over Maya for modeling if you have both? I tried Blender a decade ago but since I had access to Maya & 3D Studio Max I didn't give it much attempt since the UI seemed more confusing & the material available to learn was lacking.

I also prefer blender over maya for hard surface modeling (sculpting and animation still needs work IMO, and rigging has a better plugin ecosystem in Maya). Here’s my reasoning:

0) Blender is much more stable than Maya. Also it loads more quickly and is less than 10% the filesize. Although it is quite powerful, Maya is still very bloated with decades of technical debt and legacy baked in. Also blender is OSS which makes me prefer it on principle if I can use it.

1) Blender’s interface has a higher “skill ceiling” — it reminds me of Vim in that most common operations are a few single-key presses away. For example, “rotate the selected object 45 degrees around the x axis” can be executed via R->4->5->X->Enter. Many of these kinds of basic operations require the use of a mouse in Maya or a MEL expression. Of course, this also raises the “skill floor” of blender because you have to remember more key combos. However these days the UI is pretty discoverable (even before Blender 2.8).

2) For basic hard surface UV unwrapping, I like the workflow in blender much better. The interface is the same in 2D as in 3D, and the key combos all carry over, which I really like. Maya has more automatic UV unwrapping options, but I rarely reach for those anyway.

3) 100% of blender’s interface is scriptable. You can literally hover over any button and the corresponding blender python code to execute that button will show in a tooltip. This makes it easy to automate basically anything and has empowered a great community of plugin authors. Maya also has this with MEL, and more recently maya python, but those solutions feel tacked on whereas blender’s UX was built from the ground up to support python.

I should also mention that blender has already went through a major UI refresh, so if you haven’t tried in a while it would be worth trying it out again. I would say that the jump in accessibility from the previous UI refresh is the same jump that we see now. So I’d give blender a second chance if you haven’t already!

Re: Epic Games Supports Blender Foundation with $1.2M

#107
post #99
post #52

Earlier quoted context omitted.

Quote on that? Also, there's Wine and ReactOS, no? Aren't those two alternative (even if somewhat incomplete) implementations of Win32?

See "The Solution", where he argues for Win32 as a truly open standard, as explicitly opposed to UWP and Android, which he considers to be closed. https://www.theguardian.com/technology/2016/mar/04/microsoft...

He never call Win32 an "open standard." He calls it an open platform, or open experience, which he means anyone can build win32 games and distribute them on their own.

Using the word "standard", which he never does in that article, is quite misleading.

Re: Epic Games Supports Blender Foundation with $1.2M

#108

Commoditize one's compliments: https://jasongriffey.net/wp/2012/04/19/commoditizing-our-com... Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya, or at least that is the case with the large majority of professionals. This is an impediment to using Unreal Engine and thus makes Epic Games sort of dependent on Autodesk. There is probably no coincidence that the new general m…

I use Unreal+Blender just fine. What do you mean?

Re: Epic Games Supports Blender Foundation with $1.2M

#109
post #99

Earlier quoted context omitted.

See "The Solution", where he argues for Win32 as a truly open standard, as explicitly opposed to UWP and Android, which he considers to be closed. https://www.theguardian.com/technology/2016/mar/04/microsoft...

He never call Win32 an "open standard." He calls it an open platform , or open experience , which he means anyone can build win32 games and distribute them on their own. Using the word "standard", which he never does in that article, is quite misleading.

I don't think it's worthwhile to split hairs over standard/platform; I've heard Win32 called both, many times, by respectable sources.

As it is, he argued that Win32 is more open than UWP or Android; regardless of whether you think the API is a standard or a platform.

Re: Epic Games Supports Blender Foundation with $1.2M

#110
post #98

Earlier quoted context omitted.

> Is steam really that great? Yes. Yes it is. Steam built the online games distribution market from basically nothing to where it is today. They helped usher in the indie game explosion, and gave players unprecedented tools for finding and assessing games. Not to mention the normalization of high-discount sales. Oh yeah, and also Valve went ahead and made Linux gaming a more realistic proposition than it has ever bee…

I agree that steam's existence has done wonders for gaming, and I'm also happy with their work on linux gaming (and never mind some cheap sale games) But that doesn't mean that steam today is the best experience for gaming, and I would probably go so far as to argue that their hold on gaming is harmful to the industry, the largest issue imo being their large take of sales.

I disagree with pretty much everything you've said. Steam is the best experience for PC gaming I know of. It provides discovery tools, cloud saves, forums, reviews, gifting, a shopping cart (Epic still doesn't have one), and is just as happy to promote Nobody Studio's latest interactive visual novel as it is BigCo's annual AAA Call of World of Battlefield. Their "large" take is pretty standard for an online storefront and they provide huge value for it. In fact, if you don't want that value you're free to sell Steam keys to your game on any store you want with Valve receiving no cut at all.

Steam is where it is today because it first earned, and then kept, gamer trust. All the anti-Valve propaganda out there the past few years doesn't change that.

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