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I'm not really sure where this came from, but it's pretty much nonsense. Tim Sweeney hasn't written rendering code (or engine code) in years, the Unreal render
by maccard 5y ago
I'm not really sure where this came from, but it's pretty much nonsense.
Tim Sweeney hasn't written rendering code (or engine code) in years, the Unreal rendering team is enormous these days.
> But its hell to do any real programming with. A project that took me two weeks or so in C# is taking months to reproduce in C++ and Blueprints.
How much of that is familiarity with C# vs unfamiliarity with C++? I find it pretty unbelieveable that someone couldn't reproduce 2 weeks of work in "months".
> UE5 is a very pretty FPS engine with a low-level plugin interface and a scripting language.
Unreal has its roots in an FPS, and that shines through in places, but this hasn't been true for over a decade. The gameplay framework in UE4 is suitable for (and has shipped) many different genres of games. Looking at even wikipedia's list [0] will show you a laundry list of games that are not FPS games that have shipped with Unreal. There are major ARPG, beatemup, open-world shooter, racing, straight up RPG games, and there have been other games announced that don't fit in those categories (e.g. RTS games).
> Unity is a programmable physics simulator that happens to have a render pipeline bolted onto it. It is much more flexible, though sadly not as pretty,"
This is a ludicrous take on Unity. How is it "more flexible" than Unreal? And the claim that it's "not as pretty" is also bizarre (well, up until very recently at least), Unity's pipeline is just as programmable as Unreal's, and sure at the very very very top end of the range of outputs it tops out Unreal, but an "average" PBR pipeline in Unity and an "average" PBR pipeline in Unreal with zbrush sculpts and substance textures/materials is going to be comparable.
[0] https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
- bick_nyers 5y agoEven in Blueprint you can push out code fairly quickly if you are familiar.
- snarfy 5y agoBefore Blueprints there was Kismet. My last kismet project looked like an ER diagram for a government database. Kismet had decent grouping objects to where you could organize your Kismet, but even my largest and most complex kismets could have been replaced by about 100 lines of unreal script. It's just not as expressive as code. I miss unreal script.
- pfist 5y agoI used Kismet for years and fought with its limitations on a daily basis. By far the biggest limitation of Kismet was that every graph was tied to a level. If you wanted to do any general purpose programming, such as mechanics shared across every level, you had to duplicate your graph for every single one of them. It was a very tedious and error-prone process. Blueprint is leaps and bounds ahead of Kismet. It's built for general purpose programming out of the box. You can write your own classes, components, enums, and more. You can expose parameters to the Details panel so that designers and artists can easily tweak classes on a per-instance level. You can still write a graph tied to a level a la Kismet — this is called a Level Blueprint — but I find it's rarely necessary, if at all. I remember trying UnrealScript because of Kismet's limitations. It was certainly more powerful and expressive, but shutting down the editor every time I wanted to compile was a real drag. These days I've gotten used to the fact that Blueprints are compiled on the fly by clicking a button in the editor, with no interruption to iteration. I can't imagine going back.
- snarfy 5y agoYou are really trying to entice me to open up UE5 again, aren't you :P I opened it, saw verse script was nowhere to be found, and quickly closed it.