![]() ![]() Now I'm a generalist, that ended up as tools engineer, so I might be talking complete non-sense, but again when I've talked to anyone from my previous studio or others that was the overall sentiment - Unreal can't give us 60fps unless Epic are directly involved and custom version for a game is done. I could be wrong, and have old information, and yes this greatly relates to older Unreal engines, and from what I've heard (over and over from people working with it) it was the script language and kismet (maybe I'm confusing terms here) that was the limiting factor. ![]() ![]() Sorry, I wasn't clear - from what I know, on the consoles only few Unreal games on one specific console made it to 60fps. it might be a good replacement for Qt, MFC, wxWidgets, etc. The hidden gem of Unreal for me, was it's internal UI system, which could be used as a separate project - it has docking, controls, etc. Unreal on the other side is well known engine with lots of people from the AAA game industry familiar with it, and while the editor might seem completely foreign to people starting in the game industry, it's pretty well known by many others (I guess they don't advertise it much). From little I've explored in Unity, what got me first was the ability to extend the editor while it's running - I could add menus with functionality while it was running - this is super cool. That to be said both engines surely have really good parts. To some people this might sound a bit pedantic, but 60fps matters! (And >60fps does not really, unless you need to swap frames for a 3D VR device of sort) Unreal had always had the bad "fame" of 30-only fps game, while this is okay for certain shooters, or 3rd person games, it would've never worked for "Call of Duty" where the brand was simply established with 60fps. map text files are not so bad to merge in cvs/svn/p4/etc.) ![]() Unity is not really good when lots of people have to edit the same files, merging is not really good, and the server option does not really cut it. In reality there is no way of knowing what would do your best, so you can look at specific bad parts and take that into decision making, for example, for what I've heard (and possibly it could be wrong): Evaluation of software, be it library, framework, sdk or a whole engine+tools is much much harder than writing actual software, especially when royalties, copyright and other legal issues are involved. ![]()
0 Comments
Leave a Reply. |