not everyone have the Ability to "overwatch" this "Blue Print" Node trash. I wish I could go with a FOSS alternative instead like Godot or Stride.ġ. My only issue with Unreal is that Epic could make us the same dirty trick as Unity some day in the future and I don't want to get F***ed again, but realistically, at least for me, there is no other option for my projects. In that sense, integrating other people's work or assets seems easier on Unreal, since everybody is modding the engine instead of reinventing it. I still find Unity is more flexible and gives you more freedom in some ways, especially if you have a programming background, but the downside is that you have to reinvent the wheel for everything and integration is a nightmare. It's clear to me that Unreal Engine is just superior to Unity as a game engine. In a sense, it's more like modding a AAA game than programing it from scratch. When in Unity you would program your way to any feature that is lacking in the engine, on Unreal Engine instead you dig deep in the manual until you find the feature you need, because it IS there somewhere. The key here is to work WITH the engine, not AGAINST it. Not something anyone is expected to do.Īlso, since Unreal Engine has been growing from the experience of making countless games in the past, it has everything you will need included in it in a form or another. Programming in C++ is reserved for expanding the engine at a REALLY low level. Instead, you're expected to use their visual language called Blueprint, because you can do EVERYTHING in blueprint at nearly the same performance as native C++ code. You're not expected to program in C++ unless you really want to. There is a visual language but it's a joke and you will end up having to program your own nodes in C# anyway and things like that. In Unity, if you want to do anything, you'll have to directly code in C#. I thought just like you, but now that I have learned a little more about Unreal Engine, I can say that you don't really have to fear the change:
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