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Unreal Engine 4.10 is Released
- thoughtpalette 11y agowww.unrealtournament.com ALPHA is looking for community development support if anyone's interested in getting started. UT4 is very polished for an Alpha state. Forum: https://forums.unrealtournament.com/forum.php https://forums.unrealtournament.com/forum.php IRC: http://webchat.globalgamers.net/?channels=UnrealTournament,UTContributors http://webchat.globalgamers.net/?channels=UnrealTournament,U...
- dgritsko 11y agoI just downloaded Unreal Tournament a few days ago and have enjoyed playing it quite a bit (played lots of UT 2004, forgot how much I missed it!). If I want to get involved in development, what's the best way to get started?
- thoughtpalette 11y agoSeems like grabbing the dependencies and being able to compile the source would be a great first step. After getting the project setup, I'd post on the forums or check the trello board! Otherwise I'd check out that IRC link and post in there, pretty responsive bunch. I offered my skills (FE Web) on the forums, but it seems they don't need web work.
- rl3 11y agoIs 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 https://www.unrealengine.com/blog/unreal-engine-49-released
- seivan 11y agoI feel the same. Gears of War on x360 was a really well developed product/game.
- digikata 11y agoI 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...
- Scuds 11y agoyeaaaah. I'm guessing they're a lot more in line with a traditional software company. They're building tooling that's meant to stand the test of time instead of a ton of assets and scripts that'll be scrapped come release. We're talking about Xcode or Visual Studio. The team has time to do organized sprints, suites of unit tests, maybe float betas to customers. Lots of goodness.
- jim-greer 11y agoI 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.
- yolesaber 11y agoThis is off-topic but I would just like to thank you for your contributions to Ultima 7. It is by far my favorite game.
- jim-greer 11y agoThanks! Amusing trivia - everyone on the development team got to be an NPC in the game, meaning the character looked like them. I joined late, so every character was taken except for a cyclops named Iskander. So the cyclops looks like me, but with one big eye. http://wiki.ultimacodex.com/wiki/Iskander http://wiki.ultimacodex.com/wiki/Iskander
- miketuritzin 11y agoUltima 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?
- larryweya 11y agoI often wonder the same with their frequent release cylces and the amount of stuff they pack into a release, I pray they never change, or at-least pass on the tricks of the trade
- huuu 11y agoWow: Visual Studio 2015 Support I think this is one of the great results of the new Microsoft.
- nightski 11y agoHow does this have anything to do with the new Microsoft? Unreal has always been a windows based engine. Of course it currently runs on many more platforms but Windows/Visual Studio is where its roots are.
- mattmanser 11y agoI think you're misinterpreting this, UE supported VS 2013, this is simply to announce support for the newer version of VS[1]. VS 2015 was only released a few months ago, it usually takes a few months before everyone even starts to moves over. [1] https://forums.unrealengine.com/showthread.php?77332-UE4-and-Visual-Studio-2015 https://forums.unrealengine.com/showthread.php?77332-UE4-and...
- eikenberry 11y agoI 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.
- sdegutis 11y agoThere's a lot of overlap in the iOS and Rails communities.
- ch4s3 11y agoDo you meant that the iOS community has been influenced by the Rails community due to overlap and has taken up the culture of OSS from the Rails community?
- heinrich5991 11y agoWhere do you see these pull requests?
- apetresc 11y agoYou have to sign up on UnrealEngine.com and add your Github account name to get an invite to the organization, which lets you access the repository. Instructions are here: https://www.unrealengine.com/ue4-on-github https://www.unrealengine.com/ue4-on-github
- angersock 11y agoIt's kinda weird seeing all the pull requests in the bugfix list. Like, it's good to share progress, but it's sad to see it on a proprietary platform.
- rl3 11y agoIt is weird, though it beats traditional closed source by a long shot. At least this way developers can fix low-priority issues that are critical to their specific situation without having to wait, making the fix available to everyone else in the process.
- andrewd18 11y agoAs long as the people submitting those pull requests understood the ramifications of contributing code gratis to a proprietary platform, there's nothing sad about it.
- Scuds 11y agoyou probably sign a license agreement: there's no "As long as you understand"
- ch4s3 11y agoCorrect. I think people do this when they need new features/fixes now. In some cases you gain the future benefit of the maintainers being more open to your issues/feature requests.
- empyrical 11y agoYes, to gain access to the GitHub repo you need to sign up for an Unreal Engine license which involves accepting this eula: https://www.unrealengine.com/eula https://www.unrealengine.com/eula
- leetNightshade 11y agoI agree with this sentiment, it's why I personally choose not to contribute to UE4. I want to see a profit sharing or bug/feature bounties either from Epic with Unreal Engine, or from a competitor. A side note: I thought it would make for a cool platform, where a website "hosted" products/projects and users put up bounties for things they want fixed or features they want. Alternatively, a platform for small companies/projects that sell software licenses but are otherwise open source, where it's open about what the company/project is making, and a share of the profits can be split among the community contributors. [Edit] I just posed the question here: https://answers.unrealengine.com/questions/332100/can-epic-games-create-a-bugfeature-bounty-program.html https://answers.unrealengine.com/questions/332100/can-epic-g...
- unoti 11y agoHow is mobile support now? I noticed they've got a bunch of promising-sounding mobile upgrades. I'm interested in making simple mobile titles, but last time I checked it out Unreal seemed targeted at making super high performance games on high end mobile devices, rather than simple games that most devices can run. Tappy Chicken would make my phone get super hot and destroyed my battery-- and that's about as simple as a game can get. Is Unreal a good choice now for making straightforward mobile games? A year ago, I felt like Unity was a better choice for that, but wonder if that's still true today.
- Slump 11y agoAh, I've been playing around with UE 4.9 this week and was missing the VS2015 support. Good to see it added. The blueprint graph node alignment feature is rather neat as well. I've found myself spending far too much time dragging nodes so they are all "just so."
- Sir_Vival 11y agoI wish it had better 2D support - the choice between Unity and Gamemaker could use with another solid option.
- meir_yanovich 11y agoCocos2d-x is very solid choice
- Impossible 11y agoDefold (http://www.defold.com/ 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.
- Namrog84 11y agoI think it's because people want the option to move to 3d later if they want. Without having to learn more tools and language. I never liked gamemaker because its game maker language not being useful in other areas. I like making 2d and 3d games and having it be in the same place makes it much easier. I do realize how awesome game maker is and what it does. But it has a few limitations that killed it for me
- Kiro 11y agoI'm a 2D developer and have no interest in making 3D games so I prefer an engine focusing exclusively on 2D.
- talmand 11y agoHave you built anything with it? I see that it's invite only at the moment. I signed up just to eventually tinker with it, as that's all I really do, but I like to try things out to see how they feel.
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- mring33621 11y agoI'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?
- randyrand 11y agoNo I think that's doable. But I don't think it's worth their time to make them IMO.
- webreac 11y agoA 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.
- pkroll 11y agoThey'd just put them on YouTube these days, with its 60fps support. Wouldn't cost them anything.
- deleted 11y ago[deleted]
- scott_karana 11y agoThe last release was 2.5 months ago. The time to make videos is probably non-trivial, considering how fast they're moving on actual code changes. :-)
- rafaelferreira 11y agoI 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-aleph-overview.pdf http://www.leafpetersen.com/leaf/publications/dtp2013/lambda...
- shasta 11y agoI doubt it. Isn't Unreal Engine still written in C++?
- ploxiln 11y agoIt is, but a lot of in-game object behaviors (and almost all modding) was done in "UnrealScript", a sort of java like language that compiles to bytecode. https://ardvaark.net/unrealscript-and-domainspecific-languages 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]
- Kristine1975 11y agoUE 4 doesn't have UnrealScript anymore. Quoth Tim Sweeney: http://www.gamasutra.com/view/news/213647/Epics_Tim_Sweeney_lays_out_the_case_for_Unreal_Engine_4.php http://www.gamasutra.com/view/news/213647/Epics_Tim_Sweeney_... >Another realization the team had was that the separation between the C++ code and UnrealScript in Unreal Engine 3 held things back for the engine and for programmers of games. "You end up with basically two different programming worlds," says Sweeney. "Each is nice in its own way, but the boundary between is a very messy place." >"We removed UnrealScript, and went strictly to C++, and we have seen huge dividends from that," says Sweeney. "It would have been almost impossible to get to the point we were today, to release the whole codebase."
- cma 11y ago
- cyrusaf 11y agobutt stuff?