3 ms·
It's not just vertical integration for the sake of it. There are many, many, many things that are simply made easier by having every component able to talk to e
by ohgodplsno 4y ago
It's not just vertical integration for the sake of it. There are many, many, many things that are simply made easier by having every component able to talk to eachother. UE5's particle system can talk to the sound system back and forth, which can trigger gameplay events and send data to the renderer, etc. This leads to extremely complex interactions being rather easy to do, and that is exactly what large games want nowadays. You don't want to painstakingly time your cutscene to begin exactly 2m15s after the beginning of the level because you know that's where the song will begin but shit wait the intro can loop, no, you just have a gameplay event that starts the sound, the sound regularly says "hey, if you're ready, please trigger the cutscene now" and everything works together.
Getting this with a bunch of libs glued together is simply impossible. This is a design that was thought of for years before it happened properly.
- ratww 4y agoThe components are a concern of the engine and the game code, not of the editor. There is nothing preventing components from talking to each other when a generic editor is used. Have you ever played with Unity? Their modular design is generic enough to allow different components to be connected to each other. Not to mention that interconnection between components is often also achieved via code inside each component (example: gameObject.GetComponent() in Unity), which is not really the concern of the editor, but rather of the engine and the game code. > Getting this with a bunch of libs glued together is simply impossible. I really don't see what "bunch of libs glued together" has to do with my comments at all. Are you sure you answered to the right person? Are you answering to the article in general?