Message from @Grenade123
Discord ID: 400460700406906880
@Grenade123 I think I read about that a few years ago, but I don't remember the context
I mean, I have a book on it from a few years ago but it was when the xbox360 was still the main xbox, before the one
@ping Okay, I'll concede that you're probably right in that C++ isn't a *perfect* superset of C, but as far as most programmers are concerned, it's close enough as to not make a difference
@GingaBomber let me guess, unity? 😢
good when you want to work in small teams
and cant afford the assets to make full use of Unreal
i mean i'm on a 3 person team and unity was just completely awful
VR specifically
Cause no source control?
we dont even use the unreal source control features
unity is just so boilerplate heavy
among other things
well, I worked on unreal with a team
and I found that awful as well
And well. I didnt like the build times
Personally preference it seems.
I dabble in UE4 a bit. Not coding or blueprints though.
and it would often crash when making release builds
Unity's level editor is better
But then, I also worked in Construct2 and Gamemaker, so shitty structure is not an issue for me
I dabbled in UE4 with a friend a few years ago, and it seemed bloated for what we were doing
Why you ask, uni course requirements
unreal has an excessive amount of build options
ugh
Ayy, good old construct and gamemaker
One of those didn't have a proper if statement or something similarly common if I remember
Think it was gamemaker.
It had an or condition, which was not the exact same
gamemaker had if
you just didnt need the brackets
but unity's UI system is absolute garbage (world space UIs are buggy as hell too),
shader development requires hopping to/from an external program and is a real pain in the ass
the animation system is inferior for basically every use case
building lightmaps is REALLY slow in unity, has very little tuning options, and looks inferior if you compare a well tuned unity scene with one from UE
unreal comes with automatic LODs, and has a pretty nice system of managing LODs directly from the static mesh
unreal comes with many options for generating collision meshes
i can go on
Or was it an else. Idk, it was like 7 years ago. It was missing something simple for continals. Or at least I couldn't figure it out in the less than a week I had to work with it
there are types of shaders unity straight up doesn't support
so it is actually severely limiting depending on what you are trying to do
What I'm getting from this is "There is no silver bullet [game engine] for game development"
i mean
Relevant XKCD: https://xkcd.com/927/
literally the only thing unity has better than UE is docs and their level editor is slightly easier to use
everything else is just a pita