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> Programming in Unity is quicker and easier. I don't agree with this. I do think C# is an easier language to follow, but Unity's game engine API has less stuf
by klmadfejno 6y ago
> Programming in Unity is quicker and easier.
I don't agree with this. I do think C# is an easier language to follow, but Unity's game engine API has less stuff built into it, which is a far more time consuming element to work around. If you want to say, launch a projectile, Unreal has the projectile movement component that you can slap on something. Unity you'll need to implement it yourself. I went from Unity to Unreal and find the number of things that are automatic vs. manually implemented is a way better time saver.
> Blueprints kind of suck.
I've never had them run too slowly versus code. I do miss lambdas. But I think blueprints have some advantages that code does not. It's incredibly useful to visually see at a glance what functions are pure with no side effects. It's lovely to be able to collapse large sections of code into nodes with long descriptive names that you don't need to look at. I code in blueprints as much as possible. I low key wish I could move my python jupyter notebooks from work to such an environment because it makes the pipelines so easy to follow. That is, I find it way easier to produce excellent documentation for them than with code. Mind you many people seem to have the opposite interaction and create lovecraftian spaghetti horrors.
I don't quite follow what Imposters does, but I think this is likely to be outclassed in UE5 with its nanite and lumen. IK solvers are just a part of the engine via Control Rig. Haven't used em though.
To each their own though. Unity is good. I just have doubts about its future management.
- nearbuy 6y agoUnreal undoubtedly has more features built-in, which is an advantage, although it's tempered by quite a few of them being buggy or broken (e.g. SoundVisualization, parts of Cascade). > It's incredibly useful to visually see at a glance what functions are pure with no side effects. You can use the const keyword for this in C++. > I code in blueprints as much as possible. I also code mostly in Blueprints. The fast compile/iteration time is the main reason. But it has it's downsides (code review is largely impractical, no merging, physically much bigger and longer to read than equivalent C++). Imposters and IK are actually both things that Unreal has built-in, but the built-in versions are limited or poor quality. Unreal has two-bone IK, and more recently, a FABRIK solver, but it didn't support multiple end-effectors or joint constraints. So basically, if you wanted something like a multiplayer VR game where the character poses somewhat realistically to match the positions of the headset and hands of the player, you couldn't do that. The main use for Unreal's two-bone IK (which was the only built-in IK for a long time) is for smaller tweaks like adjusting the position of a characters foot to be in contact with the ground. UE5 looks very cool. I'm looking forward to its release.
- klmadfejno 6y ago> You can use the const keyword for this in C++. Oooh thank you