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Unreal Engine 5.3
- LoganDark 3y agoIs there a way to access this engine without having to install the epic or coregames launcher? (and without having to build from source)
- janosdebugs 3y agoAFAIK there is none. You have to accept their terms, it is not open source.
- ianlevesque 3y agoIt is source available to everyone though!
- janosdebugs 3y agoEveryone who accepts their agreement. https://docs.unrealengine.com/5.3/en-US/downloading-unreal-engine-source-code/ https://docs.unrealengine.com/5.3/en-US/downloading-unreal-e...
- mellosouls 3y agoIf the source code is publicly available, it's Open Source, however much we may dislike the actual license.
- bakugo 3y agoSource Available is not necessarily Open Source. https://opensource.org/osd/ https://opensource.org/osd/
- mellosouls 3y agoThat's one definition. There are many.
- janosdebugs 3y agoIt is not publicly available. If you click on this link you get a 404 page: https://github.com/EpicGames/UnrealEngine https://github.com/EpicGames/UnrealEngine You actually have to go and subscribe, agree to their terms, and then you get to view the source code. It happens to be free, but it is by no means "public". (I also don't have a problem with their license. Their business model is more than fair.)
- eesmith 3y agoThat's an incomplete, if not useless, definition. I sell a source code license to my software. It does not allow redistribution. Any member of the public can pay me for a copy under that license. That fits your definition but no one meaningfully calls my software Open Source. Using that term your way in general conversation is only going to confuse things. We already have terms like "source available" which fit your needs and which are far less ambiguous or contentious. The arguments over what "open source" means, in a software license context, was generally resolved many years ago.
- LoganDark 3y agoI don't care if it's open source. I want to download DRM-free binaries, and screw the "terms". Is that so much to ask?
- janosdebugs 3y agoI don't think UE has DRM in the editor. The launcher is AFAIK only needed to download the thing, which probably has a lot more to do with optimizing downloads than DRM. If you don't like it, just build it from source, it's not exactly complicated.
- LoganDark 3y ago> If you don't like it, just build it from source Sorry, but my problem statement explicitly addressed this.
- HlessClaudesman 3y agoEpic games store is pretty lightweight, doesn't track you around the internet, or announce what game you are playing to the world. Why are there so many people who are hating on installing this particular client?
- troupo 3y agoIt is anything but lightweight. It's a full Chrome browser that struggles to show even the most basic "text with images" pages and hides useful functionality in corners while pestering you with multiple CTAs
- Brybry 3y agoIf often amazes me how unresponsive the EGS application is. Though my experiences modding various games with their unreal 4 dev kits were much worse. Especially coming from modding games with engines where you could edit scripts with the text editor of your choice.
- janosdebugs 3y agoYou don't have to have it open during development, only to download the Unreal Engine, which happens very infrequently. Right now I have open: - 2 Rider backends with 8 and 7 GB of RAM consumption, plus rider64.exe with almost 4 GB of RAM usage. - UnrealEditor.exe with almost 1 GB of RAM usage (6 GB committed). - Firefox with 500-ish MB of RAM usage. - Epic Launcher with 500-ish MB of RAM usage. - Steam with 200-ish MB of RAM usage. The launcher seems to be the least of one's problems when working with UE, resource-wise.
- ohgodplsno 3y agoIt's not a full Chrome browser. It's actually an Unreal Engine 4 application, that only displays an Unreal Motion Graphics UI, that only contains a single Web Browser widget, that may or may not be chromium. Also its PresentInterval is locked to 2, so it'll never go over 30 FPS. Fun times!
- janosdebugs 3y agoI suppose it comes from their rocky launch when it was ... less than optimal. However, I can confirm that the Epic Games Launcher isn't causing any problems and it seems to be a good way to get UE. As a side note, I would also recommend JetBrains Rider if you plan to do a lot of C++, it's miles ahead of Visual Studio when it comes to UE code completion.
- ainiriand 3y agoYes of course, there are at least 2 ways. You can install from source or you can download the engine directly and install it without the launcher, this is what I did in my linux computer.
- Agentlien 3y agoI feel orthographic projection is such a strange feature to advertise at this point. It's essentially just not doing perspective scaling in your projection matrix. Compare that to all the sci-fi looking things like Nanite and Lumen which completely change how we approach building game environments.
- oktwtf 3y agoI suspect they are seeing a lot more penetration into the Product Vis/Architect/CAD markets now that polygon optimization to just get realtime isn't as much of a concern.
- Agentlien 3y agoI agree, that does seem to be the reason behind it. It is still the kind of basic thing that everyone who has written their own renderer has done, compared to all their other ground breaking new tech. Which is funny to me.
- gmueckl 3y agoAssumption about the shape of your projection tend to creep into the weirdest places in complex renderers like the one in UE over time. I am willing to bet that a lot of the screen space lighting and post processing shaders had assumptions like that baked in. This can make adding a different projection type a heavy lift, even though nothing about it is magic.
- ramshanker 3y agoIt is for us, Civil Engineers and many other non-cs Engineering Fields.
- Zardoz84 3y agoalso it's useful for isometric like games
- novacrazy 3y agoI used UE4 professionally a few years back, and at the time ortho cameras were effectively unusable. Landscape actors were rendered at the worst LOD, for example, with no workarounds. Glad they're finally bringing them up to parity.
- lsmeducation 3y agoCan development on this engine be learned from zero, or is that a pipe dream?
- Frannyies 3y agoIt has never been easier. The quality of all tutorials, the easy free download, marketplace and the community are great!
- fxtentacle 3y agoIf you can read C++, this one is surprisingly easy to get into. You can do most things with the amazing graphical editor and for the very few cases where that isn't powerful enough, you can debug the whole thing in Visual Studio which means you can see parameters and stack traces for everything. And in my personal opinion, classes are predictably named and layered in an useful way. I found learning it and working with it quite enjoyable, especially compared to my experience with Unity where the lack of source code forced some very ugly workarounds on us. And with "only" low millions in annual revenue, Unity wasn't even willing to discuss the price for source code access... but with UE, you get a triple A game as demo project for free.
- janosd 3y agoMy wife and I started learning game development a year ago after 15-ish years in the software industry. UE is one of our main drivers. It is probably the hardest to learn when compared to Unity or Godot, but you also have some insane capabilities. Taking Godot detours definitely helped our understanding of how games work, and we should have embraced blueprints a lot more instead of trying to solve everything in C++. TL;DR: yes, it's possible, but it has a learning curve.
- fxtentacle 3y agoFully agree, the UE way is to try blueprints first and then convert them to C++ as needed: https://dev.epicgames.com/community/learning/courses/KJ/unreal-engine-converting-blueprint-to-c/kjB/unreal-engine-introduction-to-blueprint-vs-c https://dev.epicgames.com/community/learning/courses/KJ/unre...