You can access the source code via GitHub if you follow these steps: ĭid a quick `cloc` run of the codebase, shows the following: I really want to use all the sexy exciting features unreal has, but C++/Blueprints are really holding me back. I've been watching a tutorial where a guy has spend 40 minutes explaining how to do a thing in Blueprints which would take me like 3 minutes and 15 lines of code to do in Godot. I know that Unreal has Blueprints, but they also seem pretty slow and limiting. So my question is - does this get better/faster/easier when you get used to it and gain more experience? Or is this something you struggle with every day? Granted I'm new to Unreal and C++, but I didn't have the same problems with other programming languages I've been using. It seems like everything I'm trying to do takes me 5x lines of code and 10x the time compared to doing this in Godot.Īlso the code looks far less readable and way more confusing. Unreal has many exciting things, but from what I can see so far, C++ looks like nightmare. I'm relatively new to gamedev, I've spent several months learning Godot, and now I'm trying out Unreal. Is C++ really that verbose and difficult to use, or does it get better as you gain more experience? ![]() That opens the door to a ton of new graphical techniques that used to just not be possible because of VRAM limitations.Īs a newcomer to Unreal, I have a question. The PS5 and XSX built a highway between the storage and GPU that doesn't need the CPU, or compatibility software to be involved at all. On a PC with PCIe 4.0, you can basically move the same amount of textures to the GPU in the same amount of time as these new consoles, but there's going to be way more latency because data has to first be loaded into the CPU's RAM, then decompressed by the CPU then go through a bumch of software layers to ensure compatibility and sent through the motherboard to the GPU's VRAM and only then can the GPU use the texture to draw something on screen. It does this through having shared ram between the CPU and GPU, having a fast interconnect and having dedicated hardware so that data from the SSD can be decompressed without ever going through the CPU. ![]() The PS5 (and XSX, to a lesser degree) put a ton of work into making is so that data can be moved from storage on the disk into the GPU as fast as possible. ![]() In current video games designed to be playable with a HDD (spinning disk drive), they need to make sure that if it's possible for a player to look at an asset in the next 30 seconds, it needs to be already loaded in to the VRAM (the ram of the video card). This engine is based around the idea of being able to grab (very large) assets from the disk only milliseconds before they're needed. The big thing people keep not understanding is how big a deal the the PS5's SSD infrastructure is. So quick question to the people who have used both (I'd also be interested in Godot feedback).is that basic assessment still correct? Unity stronger for quicker prototyping, Unreal stronger high end? If I wasn't one person but a small team with an artist I'd probably pick UE as the artists will likely use their own tools and not build stuff in-engine. As a programmer the inclusion of ProBuilder/Grids in Unity is a godsent as I can quickly muddle together greyboxings and be done with graphics (combined with the recent Blender overhaul I almost feel like I'm semi-useful on the graphics/asset front now). UE now seems to have a 1 million revenue barrier (I think for Unity it's 100k) which seems attractive for game devs. From my last check my takeaway was that UE always seems more technically advanced but Unity is easier to work with/rapidly prototype. I tend to do a technology pass once a year or so to see if I might enjoy switching engines. ![]() I haven't looked into UE in quite some time as I use Unity for most of my stuff (not a game developer, just building quick prototypes for AI, simulations, dabbling in AR etc.) but the demo looks pretty stunning.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |