Message from @ping
Discord ID: 400462164097236992
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
Doesn’t Unity have a better road tool?
one sec
good, the project im working on has no need of physics, lighting, or unique shaders
closest thing would be particles
unreal's particle systems are 10/10
What is unreal coding language, c++?
Yup
blueprints and C++
blueprints can be used for basically everything
also there are many scripting languages ported to UE
including C#
Blueprints are great because I can’t code. I can’t really blueprint either but that’s a different problem.
C++ is the go to language for game development
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.
i'm not sure how comprehensive they are since i'm fine with C++
Id argue that
well kinda
i am used to both
the way UE is set up is kinda like Qt
Qt has their own preprocessor which makes using it a bit easier