Live data from Hacker News

Unreal Engine 4.7 Released

unrealengine.com

31–40 of 90 posts

Re: Unreal Engine 4.7 Released

#31
post #28
post #26

I've never really considered Unreal Engine. I'm more of a hobbyist making small 2D games, recently picked up Unity (been using SFML and LibGDX before) to make some small games. I guess UE doesn't really target small games? When I think of Unreal Engine I think of AAA FPS Games with amazing graphics, but has anyone actually used it for small indie games? Also nice to see it's opensource, I guess I read the news a coup…

Point of correction: Unreal Engine is not open source, the source is merely available for perusal. You still need a license for most uses.

That being the case, it still has benefits of open source. For example if your game isn't working and you have the skills you may be able to find out exactly why and then have it requested to fix and verify the fix. I would credit them for that and I'm pretty sure that exact scenario has happened for a dev agency.

Re: Unreal Engine 4.7 Released

#32
post #26

I've never really considered Unreal Engine. I'm more of a hobbyist making small 2D games, recently picked up Unity (been using SFML and LibGDX before) to make some small games. I guess UE doesn't really target small games? When I think of Unreal Engine I think of AAA FPS Games with amazing graphics, but has anyone actually used it for small indie games? Also nice to see it's opensource, I guess I read the news a coup…

Indies have been using it a lot recently. Off the top of my head I can only recall Antichamber [1] as a successful UE-made indie game but there are also a ton of small games made with it. You should check out RockLeeSmile's videos [2] if you want to see some.

[1]: http://www.antichamber-game.com/

[2]: https://www.youtube.com/user/RockLeeSmile/search?query=unrea...

Re: Unreal Engine 4.7 Released

#33
post #12
post #10

Earlier quoted context omitted.

More detail on browser limitations would be nice. I know the article states you can ship builds in 32-bit browsers, but are there any significant limitations involved? This would be problematic since, for example, Chrome 64-bit isn't yet the default release build. I really wish there was more comprehensive documentation relating to UE4's limitations in a WebGL context. For example, lighting, shading, post-process eff…

This is problematic since, for example, Chrome 64-bit isn't yet the default release build. Surprisingly enough, there isn't even an official supported build of Firefox 64-bit for Windows. Coupled with the Chrome issue you mentioned, I'll bet that at least 80% of users out there aren't using a 64-bit browser.

This is insane in 2015. I understand the difficulties of porting, but at the same time, I've had a 64-bit CPU since 2009 and I was late to the party :)

Re: Unreal Engine 4.7 Released

#34
post #20
post #14

Quick question, have there been any UE4 engine games released yet? I see tons of Unity stuff. I really wanted to try Unity but just can't afford their pricetag.

What price tag? Unity is free. It doesn't start costing money until you need to start doing slightly more complicated things or your revenue goes over 100k annually. That's plenty of time to experiment.

$19/month for the SDK + 5% of your sales.

Re: Unreal Engine 4.7 Released

#35

Can this be used as a standalone 3d Engine without it being scene based for iOS applications? That is the big issue with Unity - and most engines actually - which keeps us from using it. We can't find a robust (UE/Unity level) mobile 3D Engine that is not scene based or just built for level based games.

Engine-supported scenes are a convenience, you don't need to use them if their cons outweigh their pros.

Re: Unreal Engine 4.7 Released

#36

Can this be used as a standalone 3d Engine without it being scene based for iOS applications? That is the big issue with Unity - and most engines actually - which keeps us from using it. We can't find a robust (UE/Unity level) mobile 3D Engine that is not scene based or just built for level based games.

I only have one scene in my Unity games. I load and do everything I want with my own custom code. The feature to use scenes is there, but I don't bother to use it. Just like Minecraft clones built in Unity, the scene is empty, the code does all the work dynamically loading and displaying the level.

Re: Unreal Engine 4.7 Released

#37

Can this be used as a standalone 3d Engine without it being scene based for iOS applications? That is the big issue with Unity - and most engines actually - which keeps us from using it. We can't find a robust (UE/Unity level) mobile 3D Engine that is not scene based or just built for level based games.

Why is that an issue on iOS? Genuinely curious.

Re: Unreal Engine 4.7 Released

#38
post #16
post #14

Quick question, have there been any UE4 engine games released yet? I see tons of Unity stuff. I really wanted to try Unity but just can't afford their pricetag.

https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games#Un...

Wow, thanks for the link. Looks like a pretty decent sized list of games.

Re: Unreal Engine 4.7 Released

#40
post #28
post #26

I've never really considered Unreal Engine. I'm more of a hobbyist making small 2D games, recently picked up Unity (been using SFML and LibGDX before) to make some small games. I guess UE doesn't really target small games? When I think of Unreal Engine I think of AAA FPS Games with amazing graphics, but has anyone actually used it for small indie games? Also nice to see it's opensource, I guess I read the news a coup…

Point of correction: Unreal Engine is not open source, the source is merely available for perusal. You still need a license for most uses.

It's 2015 and people still don't know the difference between open source and free software?

As you describe it, Unreal Engine is open source.

Post reply on HN