Message from @ping

Discord ID: 400461848312414230


2018-01-10 01:27:14 UTC  

And well. I didnt like the build times

2018-01-10 01:27:18 UTC  

Personally preference it seems.

2018-01-10 01:27:19 UTC  

I dabble in UE4 a bit. Not coding or blueprints though.

2018-01-10 01:27:26 UTC  

and it would often crash when making release builds

2018-01-10 01:27:29 UTC  

Unity's level editor is better

2018-01-10 01:27:51 UTC  

Unreal have the same release build option support?

2018-01-10 01:28:00 UTC  

But then, I also worked in Construct2 and Gamemaker, so shitty structure is not an issue for me

2018-01-10 01:28:07 UTC  

I dabbled in UE4 with a friend a few years ago, and it seemed bloated for what we were doing

2018-01-10 01:28:08 UTC  

Why you ask, uni course requirements

2018-01-10 01:28:09 UTC  

unreal has an excessive amount of build options

2018-01-10 01:28:10 UTC  

ugh

2018-01-10 01:28:28 UTC  

Ayy, good old construct and gamemaker

2018-01-10 01:29:11 UTC  

One of those didn't have a proper if statement or something similarly common if I remember

2018-01-10 01:29:19 UTC  

Think it was gamemaker.

2018-01-10 01:29:31 UTC  

It had an or condition, which was not the exact same

2018-01-10 01:30:32 UTC  

gamemaker had if

2018-01-10 01:30:37 UTC  

you just didnt need the brackets

2018-01-10 01:31:33 UTC  

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

2018-01-10 01:31:37 UTC  

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

2018-01-10 01:32:12 UTC  

there are types of shaders unity straight up doesn't support

2018-01-10 01:32:24 UTC  

so it is actually severely limiting depending on what you are trying to do

2018-01-10 01:32:31 UTC  

What I'm getting from this is "There is no silver bullet [game engine] for game development"

2018-01-10 01:32:36 UTC  

i mean

2018-01-10 01:32:56 UTC  

Relevant XKCD: https://xkcd.com/927/

2018-01-10 01:33:11 UTC  

literally the only thing unity has better than UE is docs and their level editor is slightly easier to use

2018-01-10 01:33:24 UTC  

everything else is just a pita

2018-01-10 01:33:40 UTC  

sounds kinda like mongodb 🤔

2018-01-10 01:33:40 UTC  

Doesn’t Unity have a better road tool?

2018-01-10 01:34:07 UTC  

one sec

2018-01-10 01:34:10 UTC  

good, the project im working on has no need of physics, lighting, or unique shaders

2018-01-10 01:34:16 UTC  

closest thing would be particles

2018-01-10 01:35:02 UTC  

unreal's particle systems are 10/10

2018-01-10 01:35:16 UTC  

What is unreal coding language, c++?

2018-01-10 01:35:21 UTC  

Yup

2018-01-10 01:35:23 UTC  

blueprints and C++

2018-01-10 01:35:32 UTC  

blueprints can be used for basically everything

2018-01-10 01:35:43 UTC  

also there are many scripting languages ported to UE

2018-01-10 01:35:48 UTC  

including C#

2018-01-10 01:36:05 UTC  

Blueprints are great because I can’t code. I can’t really blueprint either but that’s a different problem.

2018-01-10 01:36:18 UTC  

C++ is the go to language for game development

2018-01-10 01:36:27 UTC  

Meh, one of my main problems with c++ is that I feel like I spend more time setting up the project and telling the complier were everything is than I do coding. But maybe that is just visual studio being dumb.