Live data from Hacker News

Confessions of an Unreal Engine 4 engineering firefighter

allarsblog.com

31–40 of 117 posts

Re: Confessions of an Unreal Engine 4 engineering firefighter

#31

I don't understand why Unreal Engine 4 is in the title. It feels click-baity since you're expecting to read something about the "dark side" of UE4 or something.

I think it is because UE4 (and Unity) make it possible to get 50-80% there on projects without solid engineering. So people think they can get by without having the skills on the team.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#32

The amazing thing to me is that now people can make games without a bunch of great engineers. Back in the day when we made Battlezone we had at least four really amazing engineers (one was a Masters in CS from MIT, one wrote early 3d workstation code, UCLA, Cal Tech CS degrees). In those days you needed people like that to just 3D to work in Windows. Direct X helped a lot. Unity and Unreal have made things we couldn'…

Was this the Pandemic Studios version of Battlezone (i.e. Battlezone II) or the first version of Battlezone for PC? If you had a hand in either, then I owe you a beer (or whatever you prefer) a bunch of times over because I loved both of those games so much. Endless hours of entertainment!

Re: Confessions of an Unreal Engine 4 engineering firefighter

#33

Earlier quoted context omitted.

Oh hi co-worker of my old friend Ken :)

OMG: Ken is one of the most amazing people I have ever worked with. You are lucky to count him as a friend.

I haven't seen him in person in years, what with me living in Seattle these days and him being in Austin. But yeah, he's a pretty good guy!

Re: Confessions of an Unreal Engine 4 engineering firefighter

#34

I don't understand why Unreal Engine 4 is in the title. It feels click-baity since you're expecting to read something about the "dark side" of UE4 or something.

First sentence of the article: "I have been working professionally with Unreal Engine for over 9 years."

Second paragraph: "If a game company in Los Angeles is having an Unreal Engine 4 problem that no one can solve, I usually end up getting that call. I am writing this article to explain why I get that call, how one would prevent the need for that call, and what I normally do after getting that call."

So while a lot of these things are pretty useful strategies for any large project (we had asset naming conventions for parts of the Flash cartoons I was working on around the turn of the century), they are all common problems he's encountered in his career of being That Guy You Call When Your Big Unreal Project Is Broken.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#35
post #24

Earlier quoted context omitted.

This is at least in part because hardware has advanced to the point that for many games it makes sense to optimize for development time over runtime performance. Unity and Unreal are still not as performant as a well optimized specialized engine could be in many situations but it would probably take too long and cost too much to build that specialized engine. There are also trade offs in flexibility that come with us…

I love the productivity Unity brings, but sometimes I feel like making a game in the engine requires extra polish as I need to make sure the game has character and not “a Unity game”.

I've found that the polish step is necessary no matter what engine you use, or even if you roll your own.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#36
tangentially, the "blueprint spaghetti" link is pretty great:

https://blueprintsfromhell.tumblr.com/

at a former job i knew a team of devs who built and maintained a framework to help teams of researchers put together pipelines of simulation (often fluid simulation), animation, rendering, etc. This framework had its own blueprinting functionality.

One of the cute features they had was nested blueprints -- e.g. you could define some blueprint, and abstract it behind an interface as its own component, then re-use the component in another blueprint.

So i guess in a "blueprints from hell" scenario that lets you have "fractal blueprints from hell".

edit:

i'm also reminded of Chris Domas' defcon talk "Psychological Warfare in Reverse Engineering", where he sets out to construct binaries that cause despair when someone tries to reverse engineer them -- in particular he asks the question: "could i make a binary that draws a particular picture when someone views the binary's control flow graph in IDA"

https://www.youtube.com/watch?v=HlUe0TUHOIc

Re: Confessions of an Unreal Engine 4 engineering firefighter

#37

The amazing thing to me is that now people can make games without a bunch of great engineers. Back in the day when we made Battlezone we had at least four really amazing engineers (one was a Masters in CS from MIT, one wrote early 3d workstation code, UCLA, Cal Tech CS degrees). In those days you needed people like that to just 3D to work in Windows. Direct X helped a lot. Unity and Unreal have made things we couldn'…

Was this the Pandemic Studios version of Battlezone (i.e. Battlezone II) or the first version of Battlezone for PC? If you had a hand in either, then I owe you a beer (or whatever you prefer) a bunch of times over because I loved both of those games so much. Endless hours of entertainment!

I worked on both. Thanks. If we ever run into each other I hope we can have a drink.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#38
post #24

Earlier quoted context omitted.

I love the productivity Unity brings, but sometimes I feel like making a game in the engine requires extra polish as I need to make sure the game has character and not “a Unity game”.

I've found that the polish step is necessary no matter what engine you use, or even if you roll your own.

It is a cliche of game development that a game that is 75% there still has 90% of the work left to complete it to high quality.

Re: Confessions of an Unreal Engine 4 engineering firefighter

#39

I don't understand why Unreal Engine 4 is in the title. It feels click-baity since you're expecting to read something about the "dark side" of UE4 or something.

First sentence of the article: "I have been working professionally with Unreal Engine for over 9 years." Second paragraph: "If a game company in Los Angeles is having an Unreal Engine 4 problem that no one can solve, I usually end up getting that call. I am writing this article to explain why I get that call, how one would prevent the need for that call, and what I normally do after getting that call." So while a lot…

Yea I read the article >.>

I still read it as him trying to suggest what better practices you can adopt specifically pertaining to UE4 that would "prevent the need for that call"

Re: Confessions of an Unreal Engine 4 engineering firefighter

#40

I don't understand why Unreal Engine 4 is in the title. It feels click-baity since you're expecting to read something about the "dark side" of UE4 or something.

I think it is because UE4 (and Unity) make it possible to get 50-80% there on projects without solid engineering. So people think they can get by without having the skills on the team.

I think most people with UE4 experience or running a studio know that you need solid programmers working on your project. The author is saying that even with that, project ambitions still exceed team bandwidth/capability.
Post reply on HN