Somebody wrote this comment. It was spot on. "UE5 is very pretty because Sweeny is a rendering god. But its hell to do any real programming with. A project that took me two weeks or so in C# is taking months to reproduce in C++ and Blueprints. UE5 is a very pretty FPS engine with a low-level plugin interface and a scripting language. The further you get from an FPS the more unwieldly it becomes. Unity is a programmab…
Unreal vs. Unity Opinion
141–150 of 319 posts
Re: Unreal vs. Unity Opinion
#142Somebody wrote this comment. It was spot on. "UE5 is very pretty because Sweeny is a rendering god. But its hell to do any real programming with. A project that took me two weeks or so in C# is taking months to reproduce in C++ and Blueprints. UE5 is a very pretty FPS engine with a low-level plugin interface and a scripting language. The further you get from an FPS the more unwieldly it becomes. Unity is a programmab…
In my personal opinion, it's the opposite: Unity is a black-box machinery with a C# interface bolted on. But as soon as you touch the limits of the black box, your sand castle breaks. UE4 is the full but raw deal. If you stay within Blueprints, things are easy and predictable. But if you need to exceed its limits, then you have the C++ needed to recompile everything, but things are messy and ugly down in the basement…
Re: Unreal vs. Unity Opinion
#143Not to tone police that much but I really don't get people like Casey. Like his whole thing is spending a billion years writing his game engine, and then whining about all these "bloated" tools. Just completely dismissive of everything that doesn't align directly with his values (which don't include actually shipping game!) I like people who write their own engines and make bespoke things for fun. Just really dislike…
I think that between writing your game engine and going full UE5 there is space for a middle ground of smaller, simpler engines. If I were to write a game today, unless I wanted that AAA look with UE5, that middle ground is where I'd look and be most productive. Still waiting for Godot 4 here.
Re: Unreal vs. Unity Opinion
#144Not to tone police that much but I really don't get people like Casey. Like his whole thing is spending a billion years writing his game engine, and then whining about all these "bloated" tools. Just completely dismissive of everything that doesn't align directly with his values (which don't include actually shipping game!) I like people who write their own engines and make bespoke things for fun. Just really dislike…
I think it's reasonable to assume progress would be at least 3-4 times faster if his focus was solely on the code. So what you call "a billion years" is actually more like a total 2-4 months of fulltime coding.
Re: Unreal vs. Unity Opinion
#145Not to tone police that much but I really don't get people like Casey. Like his whole thing is spending a billion years writing his game engine, and then whining about all these "bloated" tools. Just completely dismissive of everything that doesn't align directly with his values (which don't include actually shipping game!) I like people who write their own engines and make bespoke things for fun. Just really dislike…
You clearly have no idea what's he is all about. His message is very clear: Modern software is crap. It's orders of magnitude slower than it should be, it's buggy, and,yes, bloated. And if you ever used any piece of software today I don't see how you can you not agree with it... He is never advocating NOT using engines, but rather that one can be much better and more efficient developer with just a little bit knowled…
And, that's where he lost me. Software was always crap. Emacs = Eight Megabytes and constantly swapping.
Because even if you squeeze every last cent of performance, someone will have a great idea that will spend each dime you saved and then even add some debt on it.
Performance is never a positive as much as a disqualifying negative. Features are what sell the software. Why would people use/pay for IDEs over a free text editor.
And if you listen to Casey's advice, well, be ready to rewrite your entire stack because almost no software today is willing to do what you need. It's a good advice if you know you'll keep programming for next 120-30000 years. And don't have any competition willing to cut corners.
Re: Unreal vs. Unity Opinion
#146Not to tone police that much but I really don't get people like Casey. Like his whole thing is spending a billion years writing his game engine, and then whining about all these "bloated" tools. Just completely dismissive of everything that doesn't align directly with his values (which don't include actually shipping game!) I like people who write their own engines and make bespoke things for fun. Just really dislike…
It takes some rather strong motivation (and opinions!) to make your own. If you were fine with whatever was already there, you probably wouldn't bother...
Re: Unreal vs. Unity Opinion
#147Re: Unreal vs. Unity Opinion
#148Not to tone police that much but I really don't get people like Casey. Like his whole thing is spending a billion years writing his game engine, and then whining about all these "bloated" tools. Just completely dismissive of everything that doesn't align directly with his values (which don't include actually shipping game!) I like people who write their own engines and make bespoke things for fun. Just really dislike…
Re: Unreal vs. Unity Opinion
#149Earlier quoted context omitted.
C# remains a plus for a lot of game code, but not as much as you might imagine. C++ usage in Unreal is really a small restricted subset of C++. For typical gameplay code, you play within their rules for uclasses/ustructs/etc and it feels pretty much like any other managed GC language. Meanwhile, for places where it matters, "raw" C++ is of course always available. Re: iteration time, Live++ [1] integration has mature…
> Re: iteration time, Live++ [1] integration has matured a lot in UE5. That means compiling most code changes without having to restart the editor (or even in-editor game session). Again, not much different than Unity here, though both can break and require editor restarts for certain types of changes. A week of doing things in unreal engine 5 C++ has resulted in more editor restarts than years of doing things in uni…
Launching the editor from visual studio makes the code and compile workflow quicker. On our project we take map ids from the command line. Thus I can set my visual studio to open a specific map when I hit run. Compined with a powerful cpu and optimized include what you use header usage the iteration time is compatible to a large unity project.
Unreal has a ton of hidden magic most people only learn from other people. Which is fine if you are working at a studio with other more experienced devs. Not great if like me you started as a hobbiest.
Re: Unreal vs. Unity Opinion
#150Earlier quoted context omitted.
If you look at the background Casey was in, then his thought process becomes a bit understandable. He worked for a long time doing R&D at RAD Game Tools, which is a company that provided various game development middleware and tools. So his interests naturally gear more towards low-level game tools/systems development rather than high-level design and scripting, which is why he couldn't understand the value propositi…
> He also worked on The Witness team with Jonathan Blow and others, but mainly on engine programming. Just to be clear, he came into the project much later and didn't contribute nearly as much to the game as i.e Jonathan and Ignacio.