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> It is utterly fixated on and built around an extremely heavy high fidelity renderer This is doing unreal engine a significant disservice. Unreal is significa
by maccard 4y ago
> It is utterly fixated on and built around an extremely heavy high fidelity renderer
This is doing unreal engine a significant disservice. Unreal is significantly more than a high fidelity renderer; Unreal's replication system is excellent, as is the gameplay ability system. (To my knowledge, neither of those systems exist in any of the other major engines that are readily available). There's a laundry list of things it does pretty well,distilling it down to a renderer only is very dismissive.
> that is not portable - that does not run across many devices.
Renderers by definition aren't going to be portable, they're pretty intrinsically tied to the hardware (and OS) they're running on. Also it's silly to say it doest run on many devices - it runs in every games console for the last decade, an enormous amount of mobile devices on both android and iOS, and on all major desktop platforms natively. What more do you want?
> Unreal uses an old school compilation philosophy... So maybe he should fix that first.
Unreal definitely has some dated design decisions that are showing their age, but that's to be expected for a codebase that's 25 years old. And if you've been paying attention to what epic are doing over the past few years you would see they are working on that.
(Disclaimer: I worked for epic until recently on exactly the things you're talking about in this comment)