What is the problem with unrel engine?
People say oh I don't like unity I'll use Godot, no I'll use monogames, no I'll use huh...
How about you stop wasting time?
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What is the problem with unrel engine?
People say oh I don't like unity I'll use Godot, no I'll use monogames, no I'll use huh...
How about you stop wasting time?
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Shopping Cart Returner Shirt $21.68 |
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>People say oh I don't like unity I'll use Godot, no I'll use monogames, no I'll use huh...
people that don't "like" unity, and use far more cancerous solutions are not programmers of any kind, nor have any interest in video game development. they are script kiddies that are unable to learn anything complex.
You guys say that and you don't provide a realistic alternative. Hint there isn't a realistic alternative I've looked. Even ogre3d by itself will make you wanna ky
>realistic alternative
oh? you want realistic. i'll give to you: stop being a lazy and incompetent fricking homosexual and learn how to use engines that most game developers use.
> b..but..it's difficult
and you'll forever remain a dumbfrick moron if you don't learn. unreal, unity are not difficult to learn. nobody takes games made in godot or other shit seriously - AT ALL. you need to get good and stop crying. looking for lesser alternatives that are not even on the same level as unity or unreal is literally a game for dumbfrick morons that refuse to learn.
How much are they paying? how do I susbcribe to the Epic Games shill program?
midwit pseud - the post
Inreal has insane compile times and is really only useful for 3d games (not an indie dev's strongsuit)
unreal handles 2d games perfectly fine. you can build anything you want with it.
Yeah but it rarely gets any support and the tutorials are lacking
You can do 2d in whatever you want. I'm talking about 3d and unreal is the only option. Even if you wanted to do something fancy like procedural generated maps or custom physics, which is very rare you'd need to mod the physics to that extent, there's the source code homosexual.
Because people realize modeling is hard and not just draw in MS paint to make a cool gun. Unreal is super great but you need actual skill to create something that isn't stock assets.
Unity/godot/etc have thousands of assets that are easy to steal-I mean copy-I mean import with 0 effort. So people flock to least skilled thing
Meh, I am not making AAA games. Don't need Unreal for my crap 2D games.
ynreal had broken shit foryears not fixed and riot was laughing saying we dont care we made fortnite. then they found out almost every one is a leacher and not paying anything and fortnite cost money to run
the end results can look nice but not every one is C++ savy enough to use that shit in a semi broken state and code around the nonsense
It forces you to sign a contract which forces you to tell Epic about any and all earnings your game has and if it's above a certain threshold you're supposed to give them a cut of your money. So it's literally the most moronic choice for a game engine. Nobody should ever agree to this shit, especially if you're a company. If using a half-baked engine like Godot means you'll avoid Epic's moronation then so be it. Just use Godot. It won't lock you into moronic EULAs and you'll actually be independent.
you will never make 1M dollars of your game to give epic a cut stop being a b***h. you can barely add 2 cubes in the fricking editor and think u need to pay them. how about release something instead of worrying about uuuuuh i have to give them 10k$ of my 1 m$ revenue when ur game prolly would get 10 downloads and if it's paid you lost kys
brainlet cope
The main problem is the learning curve. It's harder to learn than Unity, since there are many components to keep track of. The animation/rigging system is one of the most difficult to use, since retargeting requires one to fit the skeleton to the Mannequin skeleton to properly use the animations in the store. UE5, however, has a more straight-forward way to retarget, but it is still harder than in Unity. Also, UE is resource-intensive - you can't run it on a toaster, unlike Unity or Godot. This automatically filters out poorgays with low-end graphic cards.
Feature-wise, Unreal is light years ahead of Unity and Godot. Atmosphere, water, level streaming, procedural vegetation, Nanite (goodbye LODs), terrain toolkit, built-in captions for audio files, localization, and many other features are built-in, while in Unity, they exist as third-party plugins, for which you often have to pay hundreds of dollars.
5% after $1,000,000 of revenue. Seems doable for a successful game. In Unity, you have to pay monthly to remove the made with Unity screen.
its' blueprint system is quite nice
They use unity to own le capitalists
They use godot because they want to be real programmers and want to improve the engine
Unreal is the best, it has some C involved if you are good but midwits can use it
I'm a midwit without time so i'm using unreal
The question is your goal to make a game or be a humongous homosexual not if you're a midwit a moron or a genius
>The question is your goal to make a game
If it is then just unreal.
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
It's generic as frick. I can tell any game that was made with this garbage from a mile and they all look the same. Horrible TAA, horrible asset streaming issues, have to use sepples or a babies block builder etc. Any dev who has some self respect would avoid it.
>don't have a pipeline for custom shaders
It does, it's called the materials layer
it does not, that's not a custom shader and it runs the default performance consuming PBR by default from the back anyway
I'm making a game in Godot. It's going well and I'm even getting some cash on patreon for it, and I haven't even sold it yet. It literally just works. You gotta be a mega gay to think
>that's not REAL game dev
is gonna stop me from having fun and making money off my project.
Weird conventions (z-axis being forward, wtf), features are powerful but kinda like a black box, and well, C# is way smoother to work with than C++.
I've been working with Unity for 4 years, but considering the latest news, maybe I'll give Unreal another try
>(z-axis being forward, wtf)
Anon, that's not weird, that literally how all major graphics API work.
At least try Godot 4.0
If you want real performance you should use unreal with C++ anyways
You guys are arguing Ford vs Chevrolet vs VW vs Trabant and not a goddamn one has a driver's license nor knows how to start the fricking thing much less operate a car.
Its like comparing the worth of 2 combustion engines by how good the body kit and interiors are.