So one of the reasons I wanted to use Unity despite all the locked features, was because it can produce games that can run on toasters and within browsers. Thing is everybody says UE4 can do the exact same thing.
So I'm wondering if there are any good examples of this and how well they run. UE4 is very pretty but it's no good if only gaming PCs can actually play the games I make.
Nobody on /v/ understands game engines or game dev in general.
Fags here will slag engines like GameMaker but then suck off Hotline Miami, not knowing it was made in it.
Don't expect high level tech talk here. People just parrot opinions with no thinking behind that repetition.
this all the way, i have used both and Unity is by far more user friendly for small team or just one guy, also Unreal looks awesome but its a bit harder to code for it, and blueprints are awesome.
I think it can only use baked shadows. Dynamic ones show the 'you must have Pro' message.
Maybe Unity5 will change that but seeing how there's already Oculus Rift support for free, I'm not sure.
nope, just checked unity free can use realtime shadows, but ony with directional ligths.
also i want to try an oculus rift, im currently making in my spare time a f-zero style pod racer and implementing an oculus rift comera could be really awesome but i dont have the 300 spare dollars to buy an oculus headset.
I actually just switched from unity to UE4 to get more familiar with C++ and I really dig it, It's much easier to work with in general. Not so buggy in the general UI.
Blueprints are neat but they're really confusing, I feel like it's much quicker and more beneficial to just build it in code and edit parameters in the blueprints.
It's pretty easy. You download a package from oculus developer site (login needed but you don't need a Rift to register) and inside are unity files containing prefabs for a camera and FPS controller that use the oculus. Just drag them onto your project to import them.
It's kinda neat because they're entities and scripts you can open up and look at for tweaking. UE4's Oculus support seems to be built in and just 'there'. I'm not sure how it can be messed with yet.
Unity's pricing model is absolutely terrible and stupid. You can't do basic optimization without paying big bucks.
Unreal is free if you're a student.
Here's a blog post about some guys that switched from Unity to Unreal. It gives a good insight on the pros and cons of each.
I use unity with a 4 man team, i've tried both engines. I feel unity has an uglier set of standard shaders (5 supposedly fixes that but i havent tried it) but the workflow and customizeability of unity makes it the winner for us at least. Learn shaderlab code to make it not look like unity.
depends, are you charging money for the game?
if yes and you are running a game dev business then Unity will demand their cut (usually $400 that is the charge for their software)
if no, and you are giving the software out for free then you're in the clear
/v/ is that guy who does things the hard way for no other reason than to look really hardcore, only to get angry when no one gives a shit and they give up before they even start
There's really no need to reinvent the wheel
I didn't mention graphics in my post, I asked why you would use engine
>/v/ isn't competent enough to work opengl
>/v/ is artists
why do you even NEED to make an engine yourself holy shit
This entire abstract OO design bullshit is where your game goes to die. In reality you make a goddammn struct and shove your game data in it.
That's what your buzzword-filled faggot engine bullshit is tailored for LOL
Your "visual-coding" "data-driven" engine which is designed to keep coding to as little as possible where you just plug your faggot designer data in, arrange some logic blocks and it just werks
It's shit m8
Any names? The only ones I could find that used UE4 and not the previous engines, was a 2D flappy ripoff and some basic racer game with shittier graphics than Unity.
Like I said, I'm looking for something that could look great on a toaster, not lag like a bitch or look ugly as shit if you don't have the latest GPU.
I use Unity purely because I'm a C# developer. If I knew C++ better than I know C# I'd have picked UE4.
Unity has a god awful pricing structure. Blueprints looks nifty. I don't feel like learning C++ any more than I have to.
Answer: Pick the one with the language you like more. Faggots who know nothing will say C++ is better. They probably use hammers for screws too.
Are fucking stupid anon what the fuck where the fucking shit did you fucking see Unity running on toasters I cant even run fucking Receiver on minimum without it glitching go fuck yourself and your shit advertising of a shit engine filled with microtransactions
If you know C#, you can learn C++ fairly easily. I would avoid using the visual scripting for anything other than possibly event-handling or state machines. Either way, I'd highly advise you to write all the method logic and everything in code the way you would in Unity; 5 lines of C++ code can easily become a whole screen's worth of nodes (just look at this shit. it could literally be done with 1 lambda expression: https://answers.unrealengine.com/questions/32489/sort-items-in-array-with-blueprints.html )
Unreal's overall workflow isn't as intuitive as Unity's, imo. For instance, it doesn't let you just drag a script over to an object in the editor to add functionality: you actually have to create a whole new class for any cool new thing you want, then make a blueprint (prefab) based on that one class, and then set up all the modelling and so on.
C++/C# syntax and UE4/Unity API differences aside, you'll probably find UE4's programming to be more tedious than Unity's, simply because C++ isn't compiled during runtime. Epic's added a hot-reloading feature to try to match Unity's flexibility, but it's still kind of sketchy at times and the Unreal editor is likely gonna crash on you from time to time whenever you compile new code in visual studio.
Character animation sucks compared to Unity's: While I'm sure some dedicated artist out there might find a use in the 100 different labels and boxes in the animation editor, I sure as hell don't. And as far as I know, it only supports FBX models/animations, and its skeletal rigging system isn't the standard kind you find everywhere else. Unreal's biggest advantages over Unity are its level, particle system, and shader editors. They all seriously put Unity's counterparts to shame. I'm beta-testing Unity 5, and while they've made some huge updates to their shaders and lighting and overall graphics, you'll still be relying on third-party editor addons like Shader Forge in order for it to match Unreal's.
>tfw you make a super basic deathmatch map with UDK for a school project
>it looks way better than your classmate's shitty photoshop project or making generic DnB songs
Feels good man
I hope I don't sound too pretentious.
ok thats good to know.
im making a f-zero inspired racing game, but im looking to move the project to Unreal 4, but im still weigthing the options.
How about IA?
in unity i made a simple IA that tries to avoid obstacles while steering for waypoints in the track, can i do something similar in Unreal? does it have a special API or Unreal specific methods?
>get shilled out of all your money for a shit premade engine
>"b-but muh features"
you even fell down to calling someone stupid for talking against and engine with it's own fuckin built-in store.
you can't even build those features on your own engine, can't you goyim?
You know, both the engines being discussed in this thread can totally (and legally) used for free. In Unity's case, it's just with certain features withheld. But that shouldn't matter, since that's just "bloat," right? After all, it's not like it takes any time to set up a whole lighting system, PhysX-compatible physics system, a modelling system compatible with .fbx/.blend/.3ds/etc formats, an animation editor, and 100 other things that have only taken a whole industry 30 years to achieve.
I hope you aren't considering a career in game development with that line of thinking, or else I can already see how any job interview you get is gonna go.
>Thanks for your interest in working at [insert company here]. Do you have any experience working with AAA engines like Unreal/CryEngine/Unity/Source/literally anything that allows for transferable skills to whatever full-featured ("bloated") engine we're using?
>FUCK NO I MADE MY OWN SHITTY 2D "ENGINE" FOR A FLAPPY/ANGRY/ETC BIRD RIPOFF THAT WILL NEVER BE FINISHED
>I see, have a nice day.
>Implying I would ever slave myself for spare cash in an "AAA Company"
>Implying one wouldn't investigate before taking a job
one of all those engines you listed are good and fine, except for unity.
If you don't get that building your own engine is better than fucking Unity then you're just wating your life
UE4 has a navmesh system that so far seems very similar to Unity's, with obstacle avoidance and all that stuff built into the navigators just like Unity's. I haven't found any big difference between them. AI is one area where I could see Unreal being a little easier to work with, just because it has its own state-machine window kind of like the one you use for animation in Unity.
So far UE4's API seems like it can do just about everything Unity's can do, but their documentation isn't anywhere near as good. Epic also gives you full access to the engine's source code if there's something you just absolutely have to tweak, but I haven't found a need for that yet.
Really though, unless you have a dedicated artist working on the visuals, you probably won't see any huge benefits from switching to Unreal. Yeah, it's capable of letting a typical professional game artist do much more with visuals than Unity can, but really, the biggest reason that AAA Unreal games look so much better than indie Unity games is precisely because those Unreal games are made with multi-million-dollar budgets and armies of experienced, professional artists. A typical indie game probably wouldn't look much different on either engine.
UE4 also has a steeper learning curve, and the overall workflow doesn't feel as fast as Unity's. With Unity I can add a completely new feature to a game by just writing the code, attaching it to a new model (or existing! which can't be done in UE4) all in the MAIN WINDOW and you're ready to go. With Unreal, expect to go through several windows for any new thing you want to add.
You can't talk shit about working for a AAA company, then talk shit about the most indie-friendly game engine out there in the same post, THEN act as though using a ready-to-go and highly extensible engine is a bigger waste of time than writing your own shitty engine over the course of years for whatever shitty game you have in mind. The level of stupidity needed for that is too high even by 4chan's standards.
did you even read my post?
I said Unity is shit, not all the others.
Those have actual constant development behind them, more than your "highly extensible" Unity.
I said shit is better than that.
And I worked on firaxis until 2 years ago, I know exactly what I'm fucking saying.
Did you even read MY post? I'm well aware that you're talking about Unity. You seem to be aware of this too, since in your very next sentence you address the comment I made about Unity.
Your reading sucks and your grammar sucks. Guess I was right about the level of stupidity going into your comments.