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An Unreal Decision

martiancraft.com

51–60 of 105 posts

Re: An Unreal Decision

#51
post #44

Earlier quoted context omitted.

You highlight one of Unity's real strengths here that is often forgotten - the asset store. Want to drop in a nice city scene? Thats 10 bucks. Want realistic car physics? That's 10 bucks. A few nice NPC's with rigged faces? Thats 20 bucks. A pack of nice shaders? 10 bucks. I don't think Unity is targeting AAA developers at all. Its targeting small studios that want to get ideas built quickly. It's got great, simple O…

Absolutely false, using imported materials and creating your own is extremely easy to do in Unreal, and there are tons online of stores where you can buy 3D models, Unreal integrates pretty well with all kinds of 3D models (including riggs) specially those from Autodesk Maya. And over top of that there is an Asset Store for Unreal, is called the Marketplace and the EPIC team is filling it itself with tons of free hig…

Agreed, the amount of sites and places on thr internet devs/designers can find sounds, textures, 3D assets, images, vector, and etc far surpasd the value provided by the Asset Store. And the open source code and paid third-party lib ecosysyem outside of Unity's purview is much more rich.

Re: An Unreal Decision

#52
post #44

Earlier quoted context omitted.

You highlight one of Unity's real strengths here that is often forgotten - the asset store. Want to drop in a nice city scene? Thats 10 bucks. Want realistic car physics? That's 10 bucks. A few nice NPC's with rigged faces? Thats 20 bucks. A pack of nice shaders? 10 bucks. I don't think Unity is targeting AAA developers at all. Its targeting small studios that want to get ideas built quickly. It's got great, simple O…

Absolutely false, using imported materials and creating your own is extremely easy to do in Unreal, and there are tons online of stores where you can buy 3D models, Unreal integrates pretty well with all kinds of 3D models (including riggs) specially those from Autodesk Maya. And over top of that there is an Asset Store for Unreal, is called the Marketplace and the EPIC team is filling it itself with tons of free hig…

[deleted]

Re: An Unreal Decision

#53

Side question. Where do single indie developers get the artwork for games?

I use Turbosquid for free 3D models, and then customize them in Lightwave or Blender. I work on my own textures.

For audio I rely on Looperman for free music and sound fx.

Re: An Unreal Decision

#54
post #3

I recently started getting to know Unity3d and it was extremely easy and quick to learn. One annoying discovery was that their variant of JavaScript is not real JavaScript, it's "UnityScript". It took me quite some time to convert a simple script that I had written for node.js to UnityScript. I need the pro version of Unity3d to generate iOS, Android or VR games for the Oculus Rift. For someone who is just doing a bi…

> I need the pro version of Unity3d to generate iOS, Android or VR games for the Oculus Rift

Not true anymore. You can generate iOS and Android versions of your game with the free version of Unity3d (although with a reduced featureset in comparison to the pro version).

Re: An Unreal Decision

#55

Earlier quoted context omitted.

> Why wouldn't you want to produce a AAA-quality game with javascript and WebGL? It should be the default, not some crazy thing. Performance. Show me some like gears of war running in a browser and then I will be convinced. > The best argument against javascript + WebGL is "javascript is bad." That is the worse attempt to portray the other side's argument I have seen a while. > The lack of static typing, for example,…

Look up Unreal engine in the browser. It runs quite nicely. You're right that I did a poor job explaining why people are against JS for gamedev. Sorry about that.

The only game demo I can currently find for UE4 in the browser is Flappy Chicken (I know they had some up earlier, but they seem to be taken down). Not really a compelling AAA demo. And their 3D games still only run about half as fast as a native C++ engine. That's very impressive, but you won't be putting out AAA games with a 50% performance hit.

And even then, unreal engine in the browser doesn't run Javascript written by developers. It compiles the C++ code into asm.js. Huge difference. Unless you can code asm.js by hand, you won't be able to do that. Here's a sample of the Flappy Chicken UE4Game-HTML5-Shipping.js file, because the code is just too long and ugly to paste.[0] Definitely not 'JS for gamedev.'

[0] http://i.imgur.com/O3w61XI.png

Re: An Unreal Decision

#57
post #9

As someone who tried to develop a Unity game on a big team, it was hell. The collaboration is horrible, there are conflicts all the time for no reason. Simply getting the source, running the game and updating would produce conflicts. We also had to buy the cache licenses to make it somewhat workable. But the worst was the support. It was worthless. Anytime we would open a ticket, they would simply google and return u…

I'm not sure what you would classify as being a big team but you can definitely pay for dedicated support (and source code) should your organisation want to. Of course that comes at a cost significantly more than a couple of pro licenses.

Re: An Unreal Decision

#58
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:…

Yes to this! You can also use the additive scene loading to build pieces of your product independently of each other and pull them all together at runtime.

Re: An Unreal Decision

#59
post #30

Earlier quoted context omitted.

> The lack of static typing, for example, allows a REPL Uh? Languages with static typing can have REPLs. See: Scala, Haskell and more. I don't think that is what makes JS an option for game development, but rather its ubiquity in browsers. If you remove that, I don't see why you would choose it for serious development.

Why does Haskell have a REPL but not Go?

Because Go sucks? What point are you trying to get at here?

Re: An Unreal Decision

#60
post #49

I'm writing my own engine. That's a terrible idea, I'd be much better off with either unity or unreal. But since game dev is more of a hobby for me, and writing the engine is the fun part, I'm ok with that. However, for smallish projects (smaller than Republic Sniper, I mean) sometimes it's the right choice. I see a lot of indies struggling with lugging around and maintaining a huge engine (unity, especially, but eve…

Also hacking together a development environment through different open source projects and own code is not a bad idea. It's harder in the beginning but also gives you more control and more skill in the long run.
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