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The Unreal Engine Wiki is now permanently offline

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121–130 of 137 posts

Re: The Unreal Engine Wiki is now permanently offline

#121

Earlier quoted context omitted.

Not that hard? You'd need to process each page then data mine it.

HTTrack ( https://www.httrack.com/ ) makes tasks like this trivial.

It doesn't run a full browser engine so it won't work with the vast majority of websites.

Re: The Unreal Engine Wiki is now permanently offline

#122
post #49

Earlier quoted context omitted.

I don't think so, hence the accusation of "Google-esq behavior" and such. They seem to be a concerned parent who's mixed up.

I was mixed up about who owned the wiki, sorry folks. Unity networking is still broken. My son did try to move on to Unreal, but he never made anything of substance with it. He got interested in developing with 6502's and got out of 3D games for now.

Oh god it'll be a z80 next

Re: The Unreal Engine Wiki is now permanently offline

#123
post #61
post #6

Since I started using Ogre3D I always had a hard time settling down to feature rich engines like unreal or unity. I don't know how often, giving beginners access to a space shuttle, will it lead to a successful project that can compete with non-indie game developers. There is also a fine line between an indie team of developers who can benefit from those tools, and experienced game developers who would not need them.…

As someone who's written engines, worked in bare bones do-everything-yourself frameworks, and used Unity, not everyone has the time or ability to sit down and code almost everything from scratch. Some people have simple ideas that involve mostly gluing parts together and big engines are fine for that. Some can program everything if they want to, but they want a decent physics, rendering, and user input engine from th…

I like reinventing the wheel on the game logic side. The payoff for novel ideas is often pretty high. Not everything is a tiled side scrolling platformer or a top down RPG. However, with graphics it's the opposite for me. The amount of setup needed to even show a single triangle feels like a waste of time. You're tied to a single graphics API so you either have to write the code again and again for each API or you use an engine. The payoff is pretty low because spending hundreds of hours on a custom graphics engine doesn't make your game stand out unless you are very skilled.

Of course this doesn't mean you shouldn't write your own graphics engine for fun and as a learning opportunity but if your goal is making a finished game then you should avoid falling into this trap.

Re: The Unreal Engine Wiki is now permanently offline

#124
post #6

Since I started using Ogre3D I always had a hard time settling down to feature rich engines like unreal or unity. I don't know how often, giving beginners access to a space shuttle, will it lead to a successful project that can compete with non-indie game developers. There is also a fine line between an indie team of developers who can benefit from those tools, and experienced game developers who would not need them.…

Maybe I am wrong, but I think Unreal engine will let you do anything and you can actually compete with the big studios, performance and feature wise.

The only reason someone can't actually compete, is man-hours available. Some things are just very time-consuming to implement.

But this last point applies to any engine, even the ones the big studios use.

About open source, just check Godot. And Godot is a competitor to Unity, in the 'learn this engine and you will have to keep using it' market. Which I think is fine for Indies.

Re: The Unreal Engine Wiki is now permanently offline

#125

Earlier quoted context omitted.

Yes this. Grab the 'singlefile' add-on[0] and train yourself to hit that instead of bookmarking. You'll be much happier if you ever need the information again! [0] https://addons.mozilla.org/en-US/firefox/addon/single-file/

I'll bookmark that page, thank you!

I see what you did there. :-D

Naturally, you mean you'll SAVE that page, right? LOL.

Re: The Unreal Engine Wiki is now permanently offline

#126
post #6

Since I started using Ogre3D I always had a hard time settling down to feature rich engines like unreal or unity. I don't know how often, giving beginners access to a space shuttle, will it lead to a successful project that can compete with non-indie game developers. There is also a fine line between an indie team of developers who can benefit from those tools, and experienced game developers who would not need them.…

What engines are you suggesting make it easier to create those games that compete? My experience is that UE4 and Unity are both enabling of indie developers to make very high quality games. The only real limitations are how much effort you put into the art. UE4, while hard to code for, is still orders of magnitude less work than coding all the rendering, animation, and hardware logic from scratch. There are of course…

The question is more about how to compete.

For example, there are few indie games that managed to get a lot of sales because they innovated in terms of technology or ideas, like factorio or minecraft. Yet those games are pretty ugly, they're not "HD", while there are too many indie games that are HD with high poly graphics.

Indie devs don't have money, so they obviously cannot compete on the art and content. They have to make games nobody is making, and not hesitate to make pixel art or low poly content to concentrate on the gameplay. They cannot compete with big studios on content. It's too time-expensive.

This is the most important thing that people forget about games: the content doesn't matter. 3D artists don't matter. Games are not CG movies. Unless you're Kojima or final fantasy, nobody cares about cinematics. Game developers must focus on the gameplay and stop advertising about fancy graphics. This is a never-ending problem of video games since the 3D era: too much focus on the graphics, and no efforts on the gameplay, game balance, game theory, mechanics, reward system, difficulty, game lifespan, etc.

> What engines are you suggesting

If you're not aiming for bleeding edges graphics, you can use an graphics engine, or make your own. For physics and other stuff, there are plenty of libraries. I'm just saying unreal and unity are not engines, they're framework/platforms. They impose too many contraints, and you can't do everything you want with them. Not to mention the IP or business side.

Re: The Unreal Engine Wiki is now permanently offline

#127
post #125

Earlier quoted context omitted.

I'll bookmark that page, thank you!

I see what you did there. :-D Naturally, you mean you'll SAVE that page, right? LOL.

Ah, right, of course, so that I can later access that page locally and install the extension whenever I need it. Then with that extension installed, I could even save that extension page!

Re: The Unreal Engine Wiki is now permanently offline

#128
post #51
post #35

One of my first paid programming jobs was writing extensions to the Wiki engine used by the Unreal Wiki (TWiki). RIP

Not twiki, looks like MediaWiki to me. Wonder what attracts people to MediaWiki anyway. Horrible and insecure code all over, easy to break into. Only maintainable with massive manual administration costs. And hundreds of Wikipedia editors. On the opposite I once maintained phpwiki which never had any security problems, and all my known instances still work fine after decades. No much need for massive manual intervent…

It was definitely TWiki in 2001. They must have migrated

Re: The Unreal Engine Wiki is now permanently offline

#129
post #72

This is bad, very bad. A complete and utter disrespect for people who poured in their blood and sweat in creating the content for them and for free. Migrating only "top" content is insufficient and so ignorant. The value of wiki is almost entirely in long tail. Vast majority of Unreal engine is undocumented where you get all kind of issues few have seen before. If it wasn't for the community creating content for them…

This kind of crap is why I will always prefer a local archive and use the hell out of youtube-dl and similar tools.

Re: The Unreal Engine Wiki is now permanently offline

#130
post #62
post #10

The thing that seems super strange to me is that they don't seem to have warned people they would do this, the first comment is > This isn't very helpful, Amanda! I know that the wiki wasn't optimal, but there were many wiki pages developers like me had bookmarked for years beacuse they contained comprehensive and easy information, which is now missing. Why not just keep the wiki read-only online? Just to retain the…

Lesson I've long learned: never bookmark anything. Bookmarks are to temporarily remember a URL, not to archive content. If the content is important or meaningful to you, save the page.

Absolutely. When it comes to sites with mostly static content I have a habit of archiving them with HTTRACK, though I wish there was a more modern solution with better support for active content.
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