Message from @CreativeRealms

Discord ID: 400462588045033472


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.

2018-01-10 01:36:30 UTC  

i'm not sure how comprehensive they are since i'm fine with C++

2018-01-10 01:36:40 UTC  

Id argue that

2018-01-10 01:36:41 UTC  

well kinda

2018-01-10 01:36:51 UTC  

i am used to both

2018-01-10 01:36:55 UTC  

the way UE is set up is kinda like Qt

2018-01-10 01:37:31 UTC  

Qt has their own preprocessor which makes using it a bit easier

2018-01-10 01:37:42 UTC  

@Grenade123 Visual Studio is often dumb, but it is still the best C/C++ IDE I've used

2018-01-10 01:38:24 UTC  

I do love it's debugger but have had little opportunity to look around to see if there is anything better

2018-01-10 01:38:56 UTC  

The only alternative I know of for C/C++ is Eclipse, and I don't even use Eclipse for Java, which is what it was designed for

2018-01-10 01:39:15 UTC  

I suppose there's Xcode for macs, but I'm not an Apple fanboi, so I've never used it

2018-01-10 01:40:16 UTC  

But dear God visual studios. "Oh, you want to reference that other project? Please follow this launch squence for the space shuttle to set that up. Oh, and I'll still randomly not find it in the middle of your work day."

2018-01-10 01:40:46 UTC  

Maybe I didn't have problems with that because the only external projects I referenced were through NuGet

2018-01-10 01:41:22 UTC  

I wasn't talking about external projects, I was talking about two projects in one solution.