Earlier quoted context omitted.
Rounded corners using tables and gifs?
You know it. 9 cells tables, slicing your pixel-perfect corners in Paint Shop Pro or Photoshop, exporting as a gif with transparent color. That also reminds of the transparent 1px gif "hack". I'm not that nostalgic about that. Once in a while all that knowledge comes in handy for troubleshooting an email template...
A first look at Unreal Engine 5
471–480 of 695 posts
Re: A first look at Unreal Engine 5
#472Re: A first look at Unreal Engine 5
#473Earlier quoted context omitted.
Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges
here is another kludge: border-radius
I remember using a JS poly fill with modernizr to get it to work like as soon as it came out and making pixel perfect images to use with it!
Re: A first look at Unreal Engine 5
#474Earlier quoted context omitted.
Shadows are too sharp, so I don't think they use raytracing.
Why would sharp shadows rule out raytracing? And how would they achieve this quality of GI without it?
Re: A first look at Unreal Engine 5
#475I am always skeptical of tech demos like this, but if Epic has truly created a way to show full quality assets at runtime without manual LOD / optimization, then this is going to be a huge process improvement for game development. Same goes for this lighting. Baking lights is such a burden, if they can simply do all of this at runtime then making beautiful games just became that much easier. They also bought Quixel,…
I'm normally skeptical of tech demos, but normally they don't actually talk about the tech. Assuming the actual promises aren't misleading, this is extremely impressive. > Not sure how Unity can keep up with this. Unity still has a big edge on usability. Unreal is very much a AAA tool: you have to use C++, all the built-in systems have a much steeper learning curve, etc. Even as a professional dev who's tried a few t…
Re: A first look at Unreal Engine 5
#476As a consumer, I'm expecting to see a graphics jump in the next generation of games (as you would expect) and some fun new lighting details (yo, RTX!), but not much beyond that. However, this will likely lower the cost of developing cinematic games like Uncharted or RDR.
Re: A first look at Unreal Engine 5
#477Let me throw in an anecdote that may amuse some: I was working for a now defunct large game company when Epic and Tim Sweeny came in to demo Unreal Engine 3 very early before the PS3 and XBox360 were launched. This was about 2004. Their demo blew away executives in particular. They showed multicolored lights casting multicolored shadows on a single high detail character. One of the lights was behind a stained glass w…
Not in the industry, so pure speculation. Unreal Engine's old business model were exactly that, get you excited with demos and sign up ( paid ) for their engine. And it was the same with UE 3 and UE 4. But in 2015 all that changed. It was open sourced on Github, it has a very sustainable revenue model due to the explosion of Mobile Gaming, the Gaming industry as a whole is now bigger than Movies and Music industry co…
Re: A first look at Unreal Engine 5
#478Earlier quoted context omitted.
Dude I spent a large portion of my early career as a web developer making rounded corners on divs using all sorts of kludges
Bet it pays more, too.
Re: A first look at Unreal Engine 5
#479It's a tech demo so I cannot expect more but it feels bland to me. More like a live interactive movie. I see no potential for gaming.. the visual and geometric complexity dwarfs the usual gameplay IMO.
> no potential for gaming I'm very confused by this. This demo gameplay is pretty representative of a few genres of games like Tomb Raider. It also translates well to different types of gameplay, so I don't get your dismissal.