I'm not in the gaming industry, but when I click a link like this, I EXPECT SOME VIDEOS, NOT JUST STILL PICS. Am I unrealistic in this expectation?
A video of high def images in 60fps would require huge bandwidth. It may also add annoying codec artifacts. I am not an expert, but I think it is unrealistic.
Unreal Engine 4.10 is Released
51–60 of 77 posts
Re: Unreal Engine 4.10 is Released
#52I wonder if Tim Sweeney's research on lambda-aleph, a dependently typed language, is reflected on Unreal Engine somewhere. http://www.leafpetersen.com/leaf/publications/dtp2013/lambda...
I doubt it. Isn't Unreal Engine still written in C++?
https://ardvaark.net/unrealscript-and-domainspecific-languag...
UE4 seems to have more complex scripting capabilities:
> UE4 also includes new developer features to reduce iteration time, and allows updating of C++ code while the engine is running. The new "Blueprint" visual scripting system (a successor to UE3's "Kismet"[80]) allows for rapid development of game logic without using C++, and includes live debugging.[81][82]
Re: Unreal Engine 4.10 is Released
#53Is it me or does Epic have one of the most effective and productive development teams on Earth? This was less than two and a half months ago: https://www.unrealengine.com/blog/unreal-engine-49-released
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
Re: Unreal Engine 4.10 is Released
#54I was impressed by the number of pull requests from iOS developers, almost as many as from the Linux community. I had no idea iOS developers were so community oriented. Nice.
Where do you see these pull requests?
Re: Unreal Engine 4.10 is Released
#55Earlier quoted context omitted.
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. Console development still sucks. Mobile and PC with online distribution are much less stressful. If you develop tools ship dates don't matter too much as long as you're consistently improving in ways that your customers care about.
Out of curiosity, what was your role on Ultima 7? Do you know of any good articles or resources on the development of that game?
Re: Unreal Engine 4.10 is Released
#56Earlier quoted context omitted.
Just a small correction: I don't think anyone pays for UE nowadays. Epic used to charge a monthly fee, but they've done away with that. Now you only pay royalties if your game is commercially successful. Which is different from paying for the engine itself.
Additionally, they mention that you can still negotiate paying an out right fee to license the engine if you'd like to do that rather than pay royalties (though I suspect it's mostly AAA studios that are interested in this)
Re: Unreal Engine 4.10 is Released
#57Earlier quoted context omitted.
I wonder if game development work culture is different at the engine companies vs the game studios. My hypothesis is that less/no crunch leads to better productivity...
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. Console development still sucks. Mobile and PC with online distribution are much less stressful. If you develop tools ship dates don't matter too much as long as you're consistently improving in ways that your customers care about.
Re: Unreal Engine 4.10 is Released
#58I wish it had better 2D support - the choice between Unity and Gamemaker could use with another solid option.
Defold ( http://www.defold.com/ ) is potentially a solid option for 2D. I always find it interesting that some of the biggest requests for primarily 3D engines (Unity, UE4) are better 2D tools, and that no one, outside of Gamemaker, has built a 2D engine that has gained as much adoption or has as strong of a toolset.
Meaning you have to write everything else, yourself.
I wonder if there are other actual 2D engines out there like Grid (http://www.planimeter.org/grid/), or Polycode (http://polycode.org/). Engines that actually take care of networking, predefined game callbacks, resource management, and multiplayer, like the big boys (Unreal, Unity, Source).
Re: Unreal Engine 4.10 is Released
#59Earlier quoted context omitted.
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. Console development still sucks. Mobile and PC with online distribution are much less stressful. If you develop tools ship dates don't matter too much as long as you're consistently improving in ways that your customers care about.
Netstorm was an underrated Gem. Have you seen much like it since?
No, it seems to have been its own odd thing with no followers. There's some fans trying to remake it in Unity though. They've got quite a lot of it done: https://steamcommunity.com/sharedfiles/filedetails/?id=29400...
Re: Unreal Engine 4.10 is Released
#60Earlier quoted context omitted.
I used to develop games for PC in the 90s (Ultima 7 and Netstorm). The combination of complex products and hard holiday deadlines was just a bitch. Console development still sucks. Mobile and PC with online distribution are much less stressful. If you develop tools ship dates don't matter too much as long as you're consistently improving in ways that your customers care about.
Ultima 7 (parts 1 and 2) are also my favorite games ever! I almost have "real" memories from the worlds and plotlines in those games, they were so vivid. Out of curiosity, what was your role on Ultima 7? Do you know of any good articles or resources on the development of that game?
I haven't seen a lot of writing about that time but man it deserves it.