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Yeah, and city builders have a very unique set of constraints that would prove to be a misfit for most modern off the shelf engines, And remember, despite Epic
by Arelius 3y ago
Yeah, and city builders have a very unique set of constraints that would prove to be a misfit for most modern off the shelf engines,
And remember, despite Epic's efforts, UE is still a first/third person engine at it's core. I wouldn't nr surprised if the challenges using Unreal would be at least as great if they had chosen that.
- andybak 3y agoDOTS was actually a perfect fit for complex simulations (and the article hinted that it probably had a positive effect on CPU usage) All the issues are around rendering and HDRP - which by the sound of things is still not properly integrated with DOTS.
- Arelius 3y agoFair enough, but Unreal's Renderer isn't the best fit for this sort of game either. And their data based ecss is still behind DOTS for simulation last I checked
- darklycan51 3y agoStormgate is using Unreal engine just for the graphics and it's doing pretty fine...
- Arelius 3y agoI'm not sure that's super relevant. Firstly, just because they can use Unreal doesnt mean that it isn't causing problems, even you state that they are using it juat for their graphics which inplies challenges. It's a completely different game by a completely different team. And it doesn't appear to be released yet. So it seems very premature to be judging it based on runtime performance.. Now, personally, I would choose yo build an RTS l/Builder in Unreal over Unity over time. But that's almost entirely due to my experience with Unity the company and their antagonistic incentives towards their developers, and the ease in which it is to get source access and little to do with technical engine fit. Honestly, in my professional opinion, the design of Unity is more flexible in this regard, and I'd consider it a reasonable decision to try to use Unity from a technical engine design POV.