Come on. Let's do this thread again before I take it to /g/

Come on. Let's do this thread again before I take it to /g/.

Attached: 1457803766598.png (1600x1200, 244K)

Other urls found in this thread:

youtube.com/watch?v=CBP5bpwkO54
docs.godotengine.org/en/3.1/tutorials/3d/fps_tutorial/part_one.html
blender.org/user-stories/japanese-anime-studio-khara-moving-to-blender/
youtube.com/watch?v=5cpAbcpiqBU
youtube.com/watch?v=ASEWDXekAJM
unrealengine.com/marketplace/en-US/slug/advanced-aim-component
unrealengine.com/en-US/blog/featured-free-marketplace-content---august-2019?sessionInvalidated=true
youtube.com/watch?v=E6xCubQpFwg
youtu.be/oVkwfgjnx5k?t=134
twitter.com/SFWRedditVideos

foss > unity > unreal

eat my ass

How do I make games? Does Yea Forums have a discord to show me the ropes?

Is your ass open sauce too?

There is something about Unity games that doom them to mediocrity. The engine idiosyncrasies are too numerous.

It's the most useless thread ever OP, UE4 is strictly superior and there's nothing unity does even on par, let alone better.
Unreal source is available so it's > unity by your standard, though it's not foss.

There are things that Unity does better than Unreal, and they all converge around iteration, from compile times to editor and framework simplicity.

Figuring out UE4's actor/object framework and interlinking everything through C++ is one hell of a hurdle.

Basically, Unreal's major problem is C++.

>Cuphead
>Ori and the Blind Forest
>Hearthstone
>Cities: Skylines
>Kerbal Space Program
>Pillars of Eternity
>Superhot
>Enter the Gungeon
>Hollow Knight
All with Unity, lad.

I think unreal is better, but more good games have come out of unity.

No one can teach you like you can yourself, so it just comes down to finding your orientation.

If you care primarily about visuals, grab Unreal 4 and work through some Blueprint tutorials.
If you care about performance and systems, go learn Python for a few weeks and make some programs.

But you could argue that all those games have a certain 'indie' charm to them or that the games are smaller in scale.

There's no Gears of War 4 or FFVII Remake in Unity, and even though they could be done, the question as to why AAA development shys away from Unity.

>But you could argue that all those games have a certain 'indie' charm to them or that the games are smaller in scale.
user said that games made with Unity are doomed to mediocrity but even without the indie charm that list is pretty solid ( Hearthstone can be debated but to each their own )

>the question as to why AAA development shys away from Unity.
Have no idea. Maybe lack of experience with the engine and want to stick with what they know? I have no clue why

performance is king:
custom engine > unreal > unity

>custom engine > unreal
Only if you really know what you're doing, and most don't. Using Unreal is a great way to keep "I'll just google it" from killing your project.

The problem is that UE4's workflow is very 'heavy' to work with. It's more feature rich, sure, but it's arduous.

Unreal's whole Actor and inheritance model keep it from being performant though. Unity loses out because of the C++ calls the C# scripts have to make and your own engine can't match the editor features and DirectX11 performance of both engines.

Even if Unreal's underlying systems have their own copies of data they need from Actors to work in a contiguous layout, then you might as well just go the whole way and make the entire gameplay framework interact with those system arrays too, which is what Unity aims to do next.

>Unreal's whole Actor and inheritance model keep it from being performant though
Is there a more detailed explanation/write up on this?

I don't understand any of the words being said in this thread but every Unity game I've ever played has run like shit in some fashion

The best Unreal write up on this is from Rare working on Sea of Theives.
youtube.com/watch?v=CBP5bpwkO54
But even then all they are doing is just aggregating update(tick) calls.

A more detailed explanation to the technical side would be found in understanding CPU caches and how they prefetch data into them.

Both are bloated piece of shit

You mean they look like shit? Or the frames would hitch and stutter?

Unreal is just better out of the box plus all the free goodies epic throw devs every month is a nice bonus. It used to be that unity had a better payment deal for indie devs this is going a few years back tho I don't know how comparable they are now.

frames

>plus all the free goodies epic throw devs every month is a nice bonus

They give you free shit?

they giveaway free assets monthly

well blender received a million dollar donation from tim for free

didn't do much new, added a bit more motion to the weapon when turning and jumping, but the turning feels a bit jittery, I'll try to make it smoother.
Also made a new cheat where it adds cute baby, puppies and cat faces to the enemies, just something ridiculous for the fun of it.

Attached: cute.webm (600x400, 2.86M)

Here we go, now we can get some firsthand workflow shit from user making Mischief Quakers.

How is Unreal's workflow for you? Can you iterate on level design fast? For example, how long would a section like that take you to make?

Unreal if you know how to program
Unity if you don't
Applies in most cases

It's not a problem with Unity itself, the asset store makes it easy to think you have what it takes a game, when you actually don't.

Isn't it the other way around?

>foss
cringe

Unreal is becoming the new shitty indie game engine. Just look at all those "muh hd Mario!!!" shit, all Unreal.

>the question as to why AAA development shys away from Unity.
because they have their own game engines and they don't need to use it

oh look, another idiot who thinks "performance" means cache friendliness

Unreal is the only good one.

good, AAA games are always soulless trash

It's the other way around
Though Unity recently added "Visual scripting" feature, dunno what that exactly is, I only used the old version.

in level design it is very fast, especially with the look that it has (since Im doing alone I figured out it would be a waste of time to bet on having a more detailed look at the cost of production time, as long as it looks nice enough then its good).
This example I dont think its final since the lighting that it has doesn't give the visibility that I wanted, too much contrast so its hard to get a good read on the space considering how simple the space actually is. That room, you can do that in less then an hour, you make the blocking, very basic, a flat floor and the top floor, make a prison cell once, turn it into a group, copy paste it. The ceiling takes a bit longer since it is angled and needs to look even and nice, but still simple. As you go along you try it out to feel the jump heights and distances. Then add AI and stuff to break lines of sight like the columns. To break the monotony a simple bridge with stairs kind of was enough, although I dont know if its in the best place, seems a bit cluttered there.

Outside of that, the assets are heavily re-utilized, if I feel I can give the space the intention that I wanted with what I have then I wont do more assets (in here the interior of a prison). One day I might go back and replace some assets do give a bit more variety, instead of 3 types of columns, maybe have 6 for example

In pic related the ceiling was made from scratch for that since I really wanted a broken ceiling, and what I had at the time couldnt give that intention. Its still simple stuff, but so far I try to not go back and forth between Unreal and 3DsMax, and just focus on Unreal.

Attached: Desktop.webm (600x400, 2.55M)

I think it’s comparable to Maya and Blender.

Blender only recently started to catch up in terms of features and functionality, so it’s not really as widely used as most Autodesk tools. Blender has slowly started to attract professionals, and over time I could see it bypassing Maya and 3DS Max as the “go-to” tool.

Unity is kinda the same. For years it was a Mac only development engine, and then in the last 10 years or so moved to Windows and released a free version. That’s a pretty big head-start on Unreal’s part (3rd party studios were using Unreal before Unity even made it out of the niche category). Unity has mostly caught up to Unreal feature-wise, so time will tell if it attracts the likes of AAA developers.

Unity doesn't actually do anything better than other game engines, it's just user friendly and accessable to indies which is why they all use it

It absolutely means that, and it's only second to instruction count on the CPU, and even those two are tightly integrated when you're talking about the instruction and data caches. Pipelining and branch prediction are all based around the caches too.
Threading context switches and cache eviction due to sharing are all part of it too.

Due you mainly use Blueprints or C++?

You don't understand optimization
macro optimizations matter much more than the micro optimizations you're talking about
data cache in particular has had its importance far overblown by a few people and now it gets repeated by ill-informed people like you

Godot>unity spyware=Unreal chinkware

>FOV changes constantly throughout gameplay
Why?

*leaks your email and password*
nothing personnel

>the question as to why AAA development shys away from Unity

because they already built out their entire tech stack which they generally speaking, get to use royalty free. there is no value proposition for established AAA's.

Assuming you mastered it, C++ is quite literally the most powerful object-oriented programming language in the world. Sorry, Unity-babies

Macro and micro optimizations bleed into each other. You might argue that a macro optimization would be to ignore an entire layer of collisions, but that invariably ties into what is happening at the lowest level eventually if you start to push it.

For example I was just working with spawning destructible meshes in unreal and had to sit through 3-5 millisecond spikes on the game thread per spawn. It's not enough to discount either macro of micro optimizations.

Then what's Square-Enix's deal with KH3 and Dragon Quest?

The creator of C++ himself says hasn't even mastered it. Everyone has a little feature they love about C++ but its completely out of hand with feature creep. C++ code bases vary so wildly they are practically different languages.

to make sure you can never judge depth and distance with any degree of accuracy and consistency because amateur """"gamedevs"""" have no idea what they're doing or what made the games they're ripping off good in the first place

Unity ECS > Unreal > Unity > Godot

all blueprints, I dont know coding

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I am talking generally. Technical prowess means nothing absent of financial considerations.

But isn't the main problem just compile times?

>Unity ECS
>Coming Winter 2022

It's not that you discount micro optimization. It's that micro optimization is easy and probably already being done by your toolset if you're using the right tools and you aren't a terrible programmer. You get performance by making smart architectural decisions, not desperately trying to hand-optimize things for branch prediction or something like that. Having a 3-5 millisecond spike has nothing to do with data caches, that's a catastrophic failure of efficiency

>but its completely out of hand with feature creep
This I won't deny, but still, C++ benefits greatly from being a mid-level programming language suited for real time applications where performance is requirement (like gaems) while still supporting object-oriented programing concepts, which, despite what all what /g/-fags will claim, is valuable.

>Having a 3-5 millisecond spike has nothing to do with data caches, that's a catastrophic failure of efficiency

But that's Nvidia's API too. You don't know where the pitfalls start with this stuff, but you can work your way up. You discount the hardware optimisations, then you lose what could be.

I don't think Object Oriented concepts really help anything, but I might be wrong. Maybe inheritance is actually beneficial.

My problem is that you can just use composition and reap all the same rewards

Did I say you discount hardware optimizations? Most programming best practises are designed around them already. Like complaining that Unreal is bad because of inheritance - inheritance is a thing in the first place because it's a particularly efficient abstraction, not zero-cost of course but building a game without virtual functions is alot of programmer hassle for minimal peformance gain

>It's that micro optimization is easy and probably already being done by your toolset

Oh hey look, it's another episode of shit programmer who doesn't understand how compilers work episode

Composition is not equivalent to inheritance

I've written a compiler, have you?

All these games look like cartoons.

But do you need the virtual functions, that's the question. For polymorphic calls (like that around an input system) I like it, but for heavy inheritance hierarchies I don't see it. Even Update functions I don't buy because you should just be iteration over collections in a single function for a system, not per object/actor.

>But do you need the virtual functions
No, in the same way you don't need functions at all, they just make things easier for you, the programmer
The whole "iteration over collections" data orientated shit in particular is complete nonsense. You gain nothing from it, objects still need to talk to other objects, they don't just update themselves, the performance you get is mimimal for typical game objects seeing you usually only have a few hundred of them anyway
For something like particle systems sure but it's a stupid idea for a game object

is it possible to make a 3D low poly multiplayer FPS in godot?

The best thing a language can offer in the future is an automatic Structure of Array to Array of Structure layout.
But I still think gameobjects are stupid. It's just lazy to say, "I've got 500 gameobjects in this level, I'm going to check against every box collider but I don't care if they're 302 bytes away per object because whatever."

And then everyone scrambles for performance right at the end of their projects. Oh at THAT point everything matters, but not before it. Why not just offer people an easier way to program efficiently?

docs.godotengine.org/en/3.1/tutorials/3d/fps_tutorial/part_one.html

Unity because I'm making my game in Unity and Blueprints are for kids.

Not only that, also
Nintendo themselves choosing it for
>Pokemon Go
>Mario Run

Old Rareware devs choosing it for
>Yooka-Laylee

Disney choosing unity over UE.
(Didn't follow that one close so I'm not sure for what titles, i just picked up on a few occasions that they use unity)

Fucking studio khara, neon genesis evangelion animators choosing it.
blender.org/user-stories/japanese-anime-studio-khara-moving-to-blender/
>Kobayashi: “There are currently some areas where Blender cannot take care of our needs, but we can solve it with the combination with Unity. Unity is usually enough to cover 3ds Max and Maya as well. Unity can be a bridge among environments.”

>It's just lazy to say, "I've got 500 gameobjects in this level, I'm going to check against every box collider but I don't care if they're 302 bytes away per object because whatever."
There is no way to organize dynamic objects in 2D/3D space in a way that is cache aligned, just think about that for a second, and you don't do an n*n comparsion you use spatial partitioning
You should hold off making judgements about these things until you actually have some experience

any idea on how to copy the aiming system from goldeneye?

>Blueprints are for kids
C# is for girls. Real men with beard use C++.

But the object partitioning/culling might only be there because of those previous reasons.
What's faster? Test against every object in the scene with a SOA layout, or keep the inheritance models and test within a radius or frustum or whatever?

You could sort things in an array based on visibility, but that might be too much work. You could align certain components, but then the other systems are unaligned.

It's an interesting problem, seeing how much you can juice, and I don't think gameplay code can benefit much from it because it's usually so all over the place, but it's interesting to think about.

With the c-buttons or the r-button?

aren't we all girls on the internet?

you mean the deadzone aim, or the heavy aim assist?
or both?
cant find anything for deadzone, there are examples but no turorials
youtube.com/watch?v=5cpAbcpiqBU
this thing here has the deadzone so you could learn from it
youtube.com/watch?v=ASEWDXekAJM
unrealengine.com/marketplace/en-US/slug/advanced-aim-component

both

the deadzone aim

You dont know what you're talking about. Spatial partitioning has absolutely nothing to do with inheritance. An SOA rarely has anything to do with performance either, the only you ever want to use SOA really is for hardware vectorization, which has limited application in games, animation and particles mostly
It's not an interesting problem, think about it for 5 minutes and you realize it's impossible, you can't sort 2D/3D space in a 1D array of memory based on proximity

only when we have skirts on

unreal engine 4 blueprint is more user friendly

don't forget the programming socks!

>Disney choosing unity over UE.
Found only a 2 minute short named Baymax Dreams where they teamed up with Unity while they have been using Unreal for Rogue One and Finding Dory.
Is there another one they did with Unity?

C++ > C#

You don't know until you do it. If traversing an entire array of 50 gameobject/actor components of something is faster than doing all that with an inheritance model, regardless how you're sectioning up areas, then maybe do that. Maybe.

It IS an interesting problem if you solve it and then free up more cycles to do other things.

>you can't sort 2D/3D space in a 1D array of memory based on proximity
Course you can. It's just that it might be stupid.

I guarentee every single mobile game disney have ever done is on Unity.

Not sure for what exactly.
I remember disney being on a unity presentation showing off how they used their shader graph on a game with disney characters, for example little mermaid ariels' water.

I think there's also some disney dude on the unity forums quite regularly.

Unreal is better at pretty much everything, unless you plan on making a 2D game (using sprites).
Unity is also slightly more pleasant to work with for a programmer (but worse for content creators like artists, designers, etc).

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Well for mobile games Unity is the better choice so no surprise there.

How do I learn to code?

Unity is for actual game creators, Unreal is for idea guys

You HAVE completed the game dev required reading, right anons?

Attached: game-programmer.jpg (644x5583, 812K)

Once you hit a few dozen objects then traversing everything will always be slower than using a spatial partition because it's N^2 vs log N, log N always wins
You can make a spatial partition that is tightly packed in contigious memory, but building it is far slower than just taking the hit for the cache miss in a tree of pointers
There's no problem to solve here, these facts lead to only one conclusion

Do people really think reading books helps in any way?

>Unity is for actual game creators, Unreal is for idea guys
No. The fact that you use the words "idea guy" means you really don't know anything about game development at all, since there are no "idea guys". A common misconception is that people think that ideas have value. They don't. Execution is everything.

UE4 has better lighting engine, shaders, particle system, etc.

there are books about this stuff

There are idea guys, they're called game designers

UE needs EPIC account, unity doesn't.

UE also takes up way too much space on a PC, over 100 gigs

Readin the right things help, so long as you combine it with actual work.

To use a food analogy. If you just throw random shit together you will eventually start cooking something decent, but it will take a very long time of fucking up and risking learning how to do things the wrong way.
On the other hand, just readin a bunch of cooking books doesn't mean you'd be able to cook food in practice.

You need to both read and put in the work.

Most of those are 100% shit.
Also programming is only a small part of game dev.

Graphics are what sell video games. Unreal is capable of nicer graphics.

Reading books is a bad way to learn though
read the documentation of your tools and look at sample projects and examples

As an example, what gets you more excited?

>[old game] remade in Unreal Engine 4
>[old game] remade in Unity

I usually get more excited depending on the developer behind the project.

>100 gigs
>a lot
It’s 20 gigs actually, but still negligible.

Unity strikes me as being designed for small teams and indies, where Unreal seems like it's designed for larger studios. Unity feels like the 3D Game Maker I always wanted growing up.

I'm not going to pretend Unity doesn't have its irritations. But they're a small price to pay for the infrastructure it provides.

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>There are idea guys, they're called game designers
Again, you proving you have no idea what game development actually is.
Game designers are not "idea guys", in fact they're often just told what to do.
A system designers job for example can be to properly design and balance the XP system, stats, economy, skill trees, skills themselves, gear, progression, etc. etc. etc.
A level designer has to actually build the level, pace it, think about area of approach, cover (not talking knee high one here), readability, etc. etc.
A narrative designer can be the one that designs a dialogue system, writes the dialogue, balances various dialogue options in conjunction with skills, etc.
A monetization designer is the one that designs all the microtransactions and psychological manipulation in the game to trick people into spending money and tons of it.
Etc.

Stop talking because you don't know anything about game development. The closest to "idea guys" are the creative directors, but they have a manegement position and are there to make sure that everyone is on track and working on the same "game". So that your gothic survival horror game doesn't feature little grey aliens, AK-47's, synthwave music, the protag isn't a crossdressing monkey in a pink skirt and that it plays like a braindead call of duty game with no survival elements.

Depends but I'd say UE4 mostly because remakes try to go for more realistic graphics and lighting instead of having it stylized (even if the originals were stylized).
If the game has good art direction and a good art style then it doesn't matter on the engine, it'll matter how the artists pull it off.
See games like HL2 and TF2. Both games were made by the same developers and on the same engine but while HL2's graphics aged, TF2's art style is timeless if you disregard them fucking up the art direction throughout the years with cosmetics.

Also this. Shit devs on good engines won't guarantee a good product.

So who designs the game then genius? Who tells people what to do? There are "idea guys" in game development. There are even idea guys who don't even do any real practical work, like Hideo Kojima

when you start doing projects it inflates massively to hundreds of gigs

How comprehensive are blue prints? Wanted to make a first person prototype.

>So who designs the game then genius?
I literally just told you, idiot.

>Who tells people what to do?
Management, but they are involved in different ways. A lead doesn't just go to meetings and tell people what to do. Neither does a game director or a producter.
Everyone has an important job to do and none of them are simply "idea guys".

>There are "idea guys" in game development. There are even idea guys who don't even do any real practical work, like Hideo Kojima

You're so insanely stupid it hurts. Kojima is a very talented DIRECTOR. That's what he's legit good at. He's also a passable writer, so long as he isn't the only writer and the one that controls the entire narrative (see earlier games he worked on for when that wasn't the case).
What he is terrible at however is when he's left unchecked because that's when his writing spirals out of control, he keeps bloating the project with neat ideas (as in the producer/publisher doesn't keep him in check), etc.
The reason Metal Gear Rising had to be rebooted was because his team couldn't work without Kojima, they basically ran around like headless chickens with barely any progress and work getting done.

Seriously, why in the fuck do you keep talking when you're only embarrassing yourself with how extremely ignorant you are?

You can do pretty much everything you'd ever want to do in blueprints.
Only very very special cases and mechanics would actually require C++ programming.

UE4 has a FPS example map you can just work from and modify.

"Management" doesn't design games
There are literally idea guys who design games and tell people what to make
"Leads" often do just go to meetings and tell people what to make
That's pretty much exclusively what a game director does
It's funny how you're assuming I'm ignorant when you're repeating ignorant things you think you've learnt
I work at a game company

>There are literally idea guys who design games and tell people what to make
No, there fucking isn't.

>I work at a game company
Uh huh, sure you are.

So what are the "idea guys" at your company? What are their titles? What exactly is their day-to-day job?

Because the actual value of an "idea guy" that only shits out ideas is 0. Because literally every single person on the team has a billion ideas.
There's a common phrase devs use and that is "Ideas are cheap", which you obviously haven't heard about.

>No, there fucking isn't.
Of course there is. Do you think God just beams the game design into peoples brains? People have to come up with it. There are people whos job it is to design games. They're called "game designers". Bad ideas are a cheap, sure

>logical fallacies
>dodges questions that would expose him for the ignorant fraud he is
Thanks for proving me right, now fuck off, ignoramus.

unreal isn't a good engine for games
the games themselves don't play and control well

What are you talking about? I told you what they're called, they're called game designers. You want me to walk you through what a game designer does? It depends on the company and even the game

>the games themselves don't play and control well
Actual fighting games are being made using UE4 and they require precise controls and tech. You're full of shit.

can you make a dmc or ninja gaiden style game or a moba using blueprints

>Unreal Engine
AAA blockbusters

>Unity
mobile shovelware

Simple as.

And nigger games aren't fun or even good.

>You want me to walk you through what a game designer does
I literally told you what they do. No game designer is an "idea guy".
Just because someone comes with ideas for solutions to problems they have in addition to their other works doesn't make them "idea guys".
A fucking programmer or scripter solvers problems by coming up with different ideas. A fucking vfx artists solves problems by coming up with ideas. A fucking writer comes up with ideas to solves problems. A fucking hard-surface artist can come up with an idea that the level designer implements. When coming up with new game concepts the company can ask everyone on the team for ideas.
There are no fucking "idea guys", idiot.

This is my last reply I'll waste on your retarded ass.

>Just because someone comes with ideas for solutions to problems they have in addition to their other works doesn't make them "idea guys".
lol, really? they're the guys with the ideas, how are they not idea guys? at bigger companies there are people in positions that literally do that and nothing else, they design the game and tell other people what to do. No programming, no "real work", maybe writing some documents. NOBODY asks everyone on the team for ideas. That's retarded. That's what the game designers are for

you say that as if it is a bad thing

>can you make a dmc or ninja gaiden style game or a moba using blueprints

Yeah of course.
DMC/NG are just 3rd person (basically) games with a player "pawn" character that executes different animations with animation notifies on their animations to trigger collisions and so on.
A MOBA is a top-down game where you generally control 1 character (pawn) that you possess as a "player controller" (basically the "brain" you can insert into NPCs that you then control).
There are some starter projects that could serve as a base, along with youtube or Udemy courses that could fill in the blanks.

Epic also releases free content every month you can use in your projects. This is really nice for people studying game dev.
For example, august's free content
unrealengine.com/en-US/blog/featured-free-marketplace-content---august-2019?sessionInvalidated=true
Has a bunch of natures meshes, materials and such, a magic system, animations, shit like that.

Robo Recall was made with blueprints primarily. C++ in areas where performance matters. That seems to be a decent strategy.

>C++ in areas where performance matters
That was mostly because it's a VR title. Inconsistent FPS or low FPS flat out kills any VR game. They become unplayable.
Robo Recall was basically also made by one guy.

This picture has killed millions of potential game devs. While demoing my game at a convention, so many college students told me they were going to school to make games, but hadn't started making a game yet because they had a bunch of classes to get through.

Don't fall into this trap, if you haven't ripped off some dumbass Unity tutorial yet (Flash tutorial in my day) and lit that initial spark of understanding how can you look at yourself in the mirror. Once you can do one thing in a game engine you can keep building and modifying on that knowledge and executing more and more.

>Literally on Metacritic right now

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i think its a troll image

Yeahhhh, I'm thinking otherwise

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The absolute BEST thing you can do as an aspiring game dev is to go to Udemy, bookmarks the Unreal/Unity courses by Ben Tristem. Then when they go on sale and only cost 10 bucks you buy them.

Probably the best practical learning courses on the web that not only explains why you're doing the things they teach you, but also alternatives and to test things out yourself.

>He didn't know about Unity ECS

almost all games are trash and 2d shit, no wonder why unreal is literally the best engine out there

Or pirate them instead of being a jew cock sucking shill

The absolute BEST thing you can do as an aspiring game dev is to make a game

>disney choosing unity over UE
that is the reason why disney is pumping billions into epic

Unity actually pushes everything out of the box into downloadable packages to keep the editor more slim. If you count all the free packages, Unity has functionality like no other engine.

Show me where you can pirate them and I'll concede to your point, because I sure as fuck couldn't find them.
Also they're frequently updated and offer contact with the teachers and students, which can be good if you're new.

But I'm not stopping you from watching youtube videos all day trying to cobble together your knowledge that way. Just giving a recommendation that I know is good.

Which becomes easier if you actually know wtf you're doing instead of just sitting in an engine fumbling around in the dark.

you'll only ever learn wtf you're doing by fumbling around in the dark

I actually didn't hear about that, any links?

Both DBFZ and Xrd are made in Unreal. Shows what you know. As are SamSho, Tekken, and so on...

Your knowledge of unity is outdated. Unity already has a Shader graph similar to UE's, the VFX graph is basically Niagara and lighting is the same everywhere as they use the same third-party libraries like GI.

I hate unreal, it looks like ass and performs like ass too. Most overrated engine ever.

Godot is the absolute best for 2D games. Can't wait for ver.4 with proper 3D tools and vulkan.

Unity is great getting a project started. It's difficult getting it across the finish line since Unity is pretty dumb since it caters to the average Joe that doesn't know programming so when someone who really does has to spend a lot of time thinking "Is Unity gonna be retarded here?" You can see that across almost every Unity game. It runs perfectly fine, but start doing something 'intense and issues start to become very apparent. City Skylines is probably the most mind blowing game to me that it works as well as it does.

UE4 is the opposite. It's difficult getting a project started, but it's pretty easy to get across the finish line. Especially if you have a commercial license that you can ask questions to UE4 devs that'll answer your question instead of the internet with dumb fucking suggestions that were influenced by Unity devs transitioning. Then there are the tools, holy there's a bunch of it.

If you're an amateur they're both the same shit where Unity has the benefit of absurd amount of documentation and an active retarded community that doesn't know what makes good software.

>Unity
>Pretty much any genre on any platform

>UE4
>If AAA - FPS\TPS blockbuster
>If Indie - walking sim\horror
>Only PC, sometimes current gen consoles
huh

Just buy a new HD, they’re very cheap these days.

Most AAA blockbusters come out on proprietary engines. Unreal only craps out cartoony/oily looking games with shit performance.

how long till godot v4?

>you'll only ever learn wtf you're doing by fumbling around in the dark
No, that's the dumb and old way to go about things.
With so much information readily available online now you'd be a fool to not use it.
Combining theory and practice is the intelligent thing to do since you will learn things properly and more efficiently.

>Your knowledge of unity is outdated. Unity already has a Shader graph similar to UE's
Yes and it's awful and not properly supported. My artists have already tested it and it's inferior to the UE4 one. I have also dabbled with it (or rather them, since there are several) and I agree with them.
But you're missing the point entirely. UE4 is simply better for content creators, has more powerful tools and more advanced systems.

>the VFX graph is basically Niagara and lighting is the same everywhere as they use the same third-party libraries like GI

Yeah, no. I'm more inclined to listen to some of the best and most well payed lighting artists in the business like Tilmann Milde over you.
As for the VFX bit with Niagara, I'm just going to pretend that you're joking. Because no real VFX artist would ever think that Unity's VFX system and Niagara are even comparable.

You come across as someone with a strong Unity bias, which I frankly couldn't care less about. It's on par with juvenile system war shit to me.

Is it worth going back to UE3 over Unity?

>No, that's the dumb and old way to go about things.
No, being able to do things yourself is the most important skill you can learn

As you say, mister-"it is so, because i definitely work at the game company". Good luck with the next Gears of War game.

>Most AAA blockbusters come out on proprietary engines. Unreal only craps out cartoony/oily looking games with shit performance.
You're aware that tons of AAA companies have transitioned over to UE4, right? SE, Bandai Namco, Microsoft, Sony, etc.

Shit like Kingdom Hearts 3 and Dragonball Fighter Z are made using UE4.

Attached: dragonballfighterz-oct2017-screenshot.jpg (1920x1080, 264K)

>Shit
Yes, exactly, UE4 specializes in making shit.

and all those games look the exact same, even if there are 2 games with extremely different art styles they still all look like some blurry mush thats overly bright with terrible colors

>No, being able to do things yourself is the most important skill you can learn
Nothing I said contradicted this.
Sitting and fiddling around in the engine while keeping your eyes glued to documentation is something a retarded oldfag would do, when that is sub-optimal learning.
Learning solid basics through a course or some reading material and then working on projects with clear goals is how you learn the best (on your own).

Why? No point in going back to UE3 when UE4 is better, is getting updated, supported and gets free content added every month.

Yes very compelling argument, Unity fanboy.
Unlike you I don't like to lie or be a fanboy of shit.
Unity has things going for it, but it sure as shit has nothing at all to do with the 3D or VFX pipeline.

>Sitting and fiddling around in the engine while keeping your eyes glued to documentation is something a retarded oldfag would do
Or someone with a brain, don't forget you can Google shit aswell
Learning basic problem-solving abilities is what makes you good at anything
Education produces people with sub-optimal skills

>Why? No point in going back to UE3 when UE4 is better, is getting updated, supported and gets free content added every month.
I guess I should really be asking how hard is it to change the AA method in UE4? I hate the default one used

>shit
Dumb unity fanboy detected, those games are great.

>and all those games look the exact same,
Yeah, Dragon Ball looks just the same as Kingdom Hearts and Kingdom Hearts looks just like Concrete Genie and that games looks precisely like Octopath Traveler and Sea of Thieves. How could I forget that Ruiner looks like Soul Calibur as well.
Silly me!

But do tell which magical superior engines one should use instead.

>Education produces people with sub-optimal skills
So you're retarded, thanks now I don't need to waste more posts on you. You come across as a massively idiotic narcissist.

The truth hurts I guess
If you want to be great at what you do, learn it yourself

Well, it wasn't an argument, Tim. Don't you have better things to do than surf Yea Forums? You know, shopping cart won't implement itself into EGS.

HIRE THIS MAN tier productions are basically the same shit as low effort Unity indies, but the greater industry continues to use Unreal so it doesn't have that same perception to it

I hate that shit so much
>somefag does the bare minimum for a fangame
>endless dicksuckers in the comments praising it
>HIRE THIS MAN
>I dont care how long it takes, take as long as you like to make the game perfect
>wow, some guys out here doing a better job than some billion dollar corporation
>they should let you make a full official remake

I don't know user, I think programming in C# in Unity is easier than Blueprinting or C++ in Unreal.

Jealous.

sometimes it works though, like Lost Souls Aside, so people will keep doing it

Unity is easier to use and produces good results.

Unreal is harder to use and produces better results IF you're making a first person shooter, but only in terms of frame rate performance where you're pushing graphics quality.

However, even this is irrelevant depending on the style and pace of the game. Great example is in the pic. Everybody loved the Unity demo and hated the results from Unreal.

youtube.com/watch?v=E6xCubQpFwg

Attached: maxresdefault.jpg (1280x720, 140K)

Unity:
>Can more easily target weaker hardware if you do it right (note: vast majority of devs don't do this right)
>quick to get a working gameplay loop to test
>Cheaper overall vs UE's cut for anything a full license

UE4:
>shitloads of whizbang features
>mature, well-tested tools and a LOT of collective experience available to draw from
>easy targets for most mainstream hardware

Basically both engines have the same problems where if you're not up to snuff your game has the stink of an engine demo, and neither engine just properly optimizes FOR you. If you don't do the work, your game will run like shit- the end.

Whichever development pipeline suits you best.
They're equivalent in performance.

>being jelly of some faggot pozzing up a really small section of an older game for his portfolio
Im angrey that there arent more actual games being remade, like resident evil outbreak, everyone does these shitty RE 1 clones but none of them actully touch the other games
I just wanna play REO on PC without being forced to play with tryhards and abide by their faggy rules

the video is a difficult comparison.
a) the game has been worked on for 2 more years
b) Unity's HDRP wasn't available at that time (2017).

Unity will always be garbage because their license system doesn't bring in enough money to sustain the engine. They need to bring in money from external services like selling basic editor tools on the store, or selling cloud services and version control to people. This means that all their development efforts are going towards monetization instead of making the engine better.
Unreal can sustain itself just through royalties which means their focus is making the engine better for the sake of keeping people using it, rather than going after people who are only interested in it because it's cheaper.

Also Unity's closed-source nature is really hampering it, making any dev with a serious project afraid of getting stuck with a major bug in the middle of development with no way to fix it.

Also system shock 3 is actually being developed in unity:
youtu.be/oVkwfgjnx5k?t=134

>Unity will always be garbage because their license system doesn't bring in enough money to sustain the engine
You couldn't be more fucking wrong if you tried
They are rich

That's the point. It's a difficult comparison, even when Unreal should be the superior choice, it clearly isn't. They're both good, but Unity wins by ease of use and being able to produce results on par with Unreal.

I've personally tried both. Unreal is bloated and is slow to compile for a negligible boost in performance that's really only good on high end systems anyway. That was a while ago though, maybe it's better now, but I doubt it.

That’s cause you’re autistic.

>selling basic editor tools on the store
Are you talking about a dark skin in the pro editor?
Because official assets are free on the AS.

Try reading his post again and maybe you'll realize why them being rich doesn't make that claim untrue

being rich means they DO have enough money to sustain the engine, genius

>is slow to compile for a negligible boost in performance
For your game and most indie games that is true, because it really doesn't matter when you're using like 5% of their hardware.

"Slow to compile" that's the same if you're using IL2CPP with Unity which you should use over Mono. That's just the downside to C++ since headers don't work and in C++20 there's gonna be modules which helps improve that although implying anyone is gonna update their shit to support that.

Maybe a third reading is required

Attached: 1537570323659.png (679x769, 58K)

he doesnt mean UNITY will sustain their engine, he means the DEVS wont be able to keep paying for the engine

>before I take it to /g/.
Do so.
Unreal Engine has more good games and rest doesn't matter

Attached: 1434868764866.gif (350x203, 3.74M)

>Unreal Engine has more good games
I should hope so, its been around since 1998

>Unity will always be garbage because their license system doesn't bring in enough money to sustain the engine
Devs don't sustain the engine, that's what Unity does, nor does the license system bring in money for the devs, it brings in money for Unity

If you're stuck on a unity bug you just have to find a way around it

dilate

have sex

confirmed nodev

With you?

Hobby programmer here, start with unity do not go for unreal it has bad documentation and it can get tiresome . . .

Attached: print_to_console_UnrealEngine4.png (1920x1200, 180K)

>unreal

Attached: lmao.webm (733x720, 279K)

Don't even need the start() part of unity if you set it to being a trigger in the editor.

Unreal is better imo. harder to develop for, but a well known and used engine. Unity is easier to develop for, but isn't as great looking. it also has CPU utilization problems. the games run like ass the more complicated they get.

lost me at UML

Don't play dumb. We're talking about games with ''realistic'' graphics. The sinking city looks just like call of cthulhu, that looks exactly like Vampire the masquerade 2, that looks exactly like Vampyre, that looks exactly like every single indie horror games made on UE4.

It looks soft, oily, cartoony, blurry and god awful.

damn no wonder why they had to come up with blueprints.

>Unity
>Any game
Examples please oh wait it's a fucking card game engine

Unreal is actually a real engine compared to unity

>scripting's needlessly verbose
>that makes it a big boi engine

For me it's FoxEngine and CryEngine

Gorn (vr)
Outer Wilds (fps)
Void Bastards (rouge-lite)
Pathologic 2 (survival)
Sea of Solitude (adventure)
TABS (rts)
Descenders (racing)
My Friend Pedro (platformer)
Dawn of men (rts)
and that's just recent games

weak bait