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Remember the time when each game company had their own engine? And that led to many technological marvels, like RollerCoaster Tycoon by Chris Sawyer, to name on
by butz 3y ago
Remember the time when each game company had their own engine? And that led to many technological marvels, like RollerCoaster Tycoon by Chris Sawyer, to name one. Now innovation in game engines seems to be stalled, as big ones are just looking how to push more ads, instead of more polygons. Maybe building own game engine will become a thing again?
- maccard 3y ago> And that led to many technological marvels, like RollerCoaster Tycoon by Chris Sawyer, to name one. Game engines for modern AAA games are too big and complex to be just one person these days. > Now innovation in game engines seems to be stalled, as big ones are just looking how to push more ads, instead of more polygons This is just nonsense. Unreal 5 shipped with Nanite and Lumen for 'more polygons', and have been adding features to it over the last 3 releases. Unity shipped a bunch of features (I'm not as familiar with unity) related to raytracing in their most recent release.
- nottorp 3y agoCan you make a 3D isometric perspective game easily in Unreal? Can you do it in Unity? Do you have to fight against the scene graph or whatever they use high level to do that?
- gamblor956 3y agoIn both cases, that's literally just a flag for the in-game camera.
- nottorp 3y agoYeah but how about infinite tiles dynamically loaded, for example, like in any ARPG? I have no idea, just thinking FPS roots means they're designed for discrete levels.
- maccard 3y ago> Yeah but how about infinite tiles dynamically loaded, for example, like in any ARPG? Yes, see [0]. As for procedural generation and that sort of thing, there is a new feature that supports it out of the box in 5.3 but before that you were able to write your own procedural generation (just as you would in unity, or your own custom engine ), and spawn actors. > I have no idea, just thinking FPS roots means they're designed for discrete levels. It's been a long time since that's all UE was suitable for. There's been JRPGs, third person shooters, racers, MOBAs, puzzlers, platformers, made in unreal in the last decade. [0] https://docs.unrealengine.com/5.1/en-US/world-partition-in-unreal-engine/ https://docs.unrealengine.com/5.1/en-US/world-partition-in-u...