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An Unreal Decision

martiancraft.com

101–105 of 105 posts

Re: An Unreal Decision

#101
post #98
post #88

Earlier quoted context omitted.

I just discovered this for myself this past week. I've been playing with Unity for a while now and just recently decided to give UE4 a try. I couldn't even do a serious evaluation of it on my PC with my current graphics card. I didn't have any problems with Unity at all but with UE4 I could barely open or run the sample projects. Even the blueprint editors were terribly laggy. I purchased a new graphics card and it r…

What are the specs of your system?

It's over 4 years old - i5, 8GB ram, GTX 750 ti (GTS 250 before)

Re: An Unreal Decision

#102
post #61

I remember being at a private game programming school, there was a school project to make a game with unity 2 or 3. An entire class was using it. Things were synced using subversion. I never really jumped in that. I did not continue at that school. I really think a video game is something that should be made with your custom tools. A good smith makes his own tools. Of course if you want to save time, you can use an e…

> A good smith makes his own tools The problem is, this can be taken to infinitely far ends. Editor annoys you? Modify it to your desires. Don't like the compiler? Write your own. Get sick of the programming language? Invent your own. Get annoyed with how the OS does something? Change it or invent your own. Bump up into x86's limitations? Start on custom FPGAs. Ten years later, you might still have 0% completion on y…

Yes it's true, but I would not take the smith tools argument that far.

You could say there's a spectrum of low level/high level tools you will either work with or build yourself.

Most low level tools are now quite good enough. The more you go high level, the more will deal with specific cases that will restrain your ability to do thing the way you intended. Like the article said, Unity will fit for very small teams and very simple games, but it will be hard to do anything really complex.

I think compilers, languages and engines are better suited for more use cases than an editor like unity is. It's a dilemma of flexibility versus speed and ease of development.

ease of development/flexibility:

easeflexibility

easeflexibility

easeflexibility

easeflexibility

easeflexibility

easeflexibility

easeflexibility

Re: An Unreal Decision

#103

These are my gripes with Unity, in question format :) Would love to hear from anyone that has concrete answers for these: - How does UDK build apps for iOS natively on Windows without requiring a Mac? Are they doing some kind of insider thing that Unity can't replicate? - I see Unity as massively extensible and that's one thing I like about it. Comparisons are often made between vanilla Unity and UDK; what about Unit…

Unreal iOS Building: They are probably building the .ipa on their server and then sending it back to you

Re: An Unreal Decision

#104
post #2

I've been bitten before by some of the problems regarding Unity and collaboration with source control. Everyone wants to test out their changes on the same scene, but it just blows up when you go to merge... even if you use a dumb merge strategy like ours or theirs (as a Git user) it seems to break things. Unity seems really cool, but I'm never going to use it again for any project with more than one programmer.

We build BitGym (www.bitgym.com) using Unity, and it has a lot of moving parts and 2-3 developers working on scene, code and assets, and we've made it work with git. It really comes down to developing and maintaining some best practices: - Always use prefabs wherever possible. But avoid nesting prefabs - Always save your prefabs, then save the scene before pushing. Thus the .prefab files are also updated through git:…

That's very helpful, thanks! One question...

> Make sure individual developers have a lock on individual prefabs.

Can you elaborate on that? Git doesn't have file/directory locking unless you use something like gitolite, so what kind of locking do you mean?

I found UnityLock in the asset store, which is supposed to let you lock assets against editing, but it doesn't seem to work in 4.5:

https://www.assetstore.unity3d.com/en/#!/content/4851

The code seems straightforward enough, so I may see about getting it working if the author doesn't do it.

Re: An Unreal Decision

#105
post #89

Recently moved to UE4 too. Used to do Unity. I moved because I was originally a C++ developer. Had code lying around I could use easily.

How was the move from C++ to C#? The last time I seriously touched C++ was 10+ years ago. I've been doing almost all C# (and a bit of Java) since. The only reason I feel like I'm sticking with Unity is because of how familiar I am with C#.

C# felt like it is tooled well for doing many things on game stacks. Would love to spend more time with it.
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