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Unreal Engine 4.7 Released

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Re: Unreal Engine 4.7 Released

#71
post #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.

I believe the issue is that scenegraphs tend to make spatial partitioning more difficult, which means culling objects that are out of view is more difficult.

Re: Unreal Engine 4.7 Released

#72
post #67

Earlier quoted context omitted.

I believe that is still considered open source, just not Free, Open Source Software (FOSS). It's basically one point shy of the GPL in that you can't redistribute the source, but modifications are allowed. I believe they even take contributions. Open source doesn't depend on whether you pay for it.

The OSI definition of open source (which was the original coinage) requires that users be able to redistribute the source. Companies have been licensing the source to game engines for ages, but that's not open source.

> Companies have been licensing the source to game engines for ages

Exactly. Literally the only difference now is that UE4 is much, much cheaper.

Re: Unreal Engine 4.7 Released

#73
post #39

Earlier quoted context omitted.

Same. Can someone pitch in please?

Unfortunately some more Googling has turned up a disappointing result: http://forum.unity3d.com/threads/how-to-change-font-size-in-... The thread has a recent answer down the bottom. It amazes me how this has seemingly been such a low priority item for the Unity Editor team for so long. This is a tool that people are expected to live in for an extended amount of time. This problem needs more widespread recognition th…

Don't you think it not getting more widespread recognition means this isn't affecting as much people as you think?

Re: Unreal Engine 4.7 Released

#74

People who develop on Unity: How does Unity compare to Unreal performance-wise? The only experience I have with Unity is playing Kerbal Space Program which is often a performance nightmare and I'm wondering if it's Unity or the game developers.

I don't know compared to Unreal but Unity has several hidden performance issues. I am currently working on Bullet Boy [1] and we had several obscure problems that you have to fix with a lot of trial and error. Specific combinations of components and attributes can cause frame rate to drop because of the internal organization of the engine (moving colliders without rigidbodies comes to mind). That being said, it is re…

Bullet Boy looks amazing.

Regarding Unity vs. Unreal, it looks to me like Unity is better for targeting mobile devices, at least if you're planning to deploy this year. Last time I played Tappy Chicken, it devastates my batter and makes my phone hot enough to cook on. Unreal has amazing advantages for the desktop, but it doesn't look to me to be a good way to make mobile games.

If I'm wrong about this, someone please tell me, because I'd rather use Unreal, but I need to deploy mobile, so I'm using Unity.

Re: Unreal Engine 4.7 Released

#75
post #20

Earlier quoted context omitted.

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.

5% only applies after $3000 per month per title. Per Tim Sweeney himself.

https://answers.unrealengine.com/questions/15056/need-some-c...

Re: Unreal Engine 4.7 Released

#76
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…

> I know the article states you can ship builds in 32-bit browsers, but are there any significant limitations involved There shouldn't be any. asm.js is actually a 32-bit target (probably by sheer coincidence since JS only has 32-bit integers).

This is from October 2014, so some of it may be outdated:

https://forums.unrealengine.com/showthread.php?48463-HTML5-C...

>5. My Game doesn't run.

That section outlines the memory concerns that I failed to articulate earlier.

Assuming it's still true, then it seems half a gigabyte is the upper bound. This would then preclude precomputed lighting in most cases, but it seems like a moot point since you'd have to send the (baked) textures over the network anyways.

---

As an aside to my earlier questions about rendering (past the edit window on my other post):

>HTML5 builds uses the Mobile OpenGL ES 2 rendering code path and use WebGL internally and should be at feature parity with Android/IOS as a thumb rule.

Given that, the following seems to give a good idea of what the WebGL compile target is capable of as far as rendering features:

https://docs.unrealengine.com/latest/INT/Platforms/Mobile/in...

I'd say there still remains some ambiguity in certain areas, though. While mobile and WebGL compile targets both share the OpenGL ES 2.0 limitation, mobile seems far more performance-bound and that appears to influence its feature set accordingly.

Re: Unreal Engine 4.7 Released

#77

Earlier quoted context omitted.

> live stage within a running game Isn't that also a big selling feature of Unreal 4?... > and the ability to publish to just about anything Likewise with Unreal 4, except that they have a flat-rate for platforms, instead of expensive add-ons to support more platforms. (and no browser plugins required!)

Um, no AFAICT? Unless things have changed Unreal is no where near as interactive as Unity. Unity is an app (a game editor) designed to make games. Unreal is a game engine with an editor tacked on to make it editable. That difference in approach makes a huge difference in the experience of using each to make a game. I'm sure you unity devs will laugh at this but in general Unity is designed to not crash. It's an app.…

This the kind of stuff that gets me to leave HN. Random people downvoting what are basically facts, at least they were as of last June

I have licenses to both Unity and Unreal and have personally shipped 17 commercial games and written their engines from C64 all the way through 360/PS3. It's not like I have no clue

And yes you can downvote this shit too but gees. Nothing I said above is false. Post some counter facts if you disagree.

Re: Unreal Engine 4.7 Released

#78
post #42
post #20

Earlier quoted context omitted.

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.

Not exactly free. I would like to learn from the pro version, but not at the price tag they charge: http://unity3d.com/unity/licenses I can learn from crippled free version, but eventually I'll be running into things stating "you need the pro version features for this, this, and that". With UE4, $19 got me full engine to mess around with.

What is crippled about it? The company I work for literally builds games and we very rarely have to use any of the pro features.

The free version contains nearly everything you could ever realistically want to do. And some of the "pro" features can easily be written into the engine manually. The only hard and fast licensing requirement is the sub-100k revenue requirement. Up until then, Unity is about as free as it gets.

Re: Unreal Engine 4.7 Released

#79

Earlier quoted context omitted.

> live stage within a running game Isn't that also a big selling feature of Unreal 4?... > and the ability to publish to just about anything Likewise with Unreal 4, except that they have a flat-rate for platforms, instead of expensive add-ons to support more platforms. (and no browser plugins required!)

Um, no AFAICT? Unless things have changed Unreal is no where near as interactive as Unity. Unity is an app (a game editor) designed to make games. Unreal is a game engine with an editor tacked on to make it editable. That difference in approach makes a huge difference in the experience of using each to make a game. I'm sure you unity devs will laugh at this but in general Unity is designed to not crash. It's an app.…

Put a while(1) in one of your game scripts in unity and let me know how great it is

Re: Unreal Engine 4.7 Released

#80
post #78
post #42

Earlier quoted context omitted.

Not exactly free. I would like to learn from the pro version, but not at the price tag they charge: http://unity3d.com/unity/licenses I can learn from crippled free version, but eventually I'll be running into things stating "you need the pro version features for this, this, and that". With UE4, $19 got me full engine to mess around with.

What is crippled about it? The company I work for literally builds games and we very rarely have to use any of the pro features. The free version contains nearly everything you could ever realistically want to do. And some of the "pro" features can easily be written into the engine manually. The only hard and fast licensing requirement is the sub-100k revenue requirement. Up until then, Unity is about as free as it g…

I'll give it a shot then and see what I can tinker with :)
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