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I have been putting off starting work on this for months simply because I cant decide on which engine to use


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Hello there how is everyone? I am really interested in learning game developlment. I have had this ideas this visions if games I want to play that I hope some day I can realise. Iam still a total beginner with no backround at all even about which programming languages are going to be used. So from this point where should I start?

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Recently, I started learning Unreal Engine 3D in school and was incredibly impressed with how quick it was to set up a level and test it. There were so many quality-of-life functions, such as how the camera moves and hierarchy folders and texturing and lighting, all without having to touch the asset store yet. I've used both engines for a long time, for personal gamedev work and for non-game applications at work, and have ended up teaching them a good of people at work.

It seems to me that the learning curve of the two engines is stranger than often described. If a non-programmer wants to get something simple up-and-running quickly then UE4 is much easier. The toolset is more complete and Blueprint is great for unreal vs unity reddit I've guided people with backgrounds in areas as wide-ranging as psychology, film-making and marketing to the stage where they can build decent quality scenes and navigate round them triggering simple interactive elements, sometimes including character animations or rendering out video sequences.

I don't feel I could have done this with Unity as they would have been too restricted by the existing behaviours for use, and telling them they needed to learn a programming language would have stopped everything. More on that later. Once you're settled in and have started to get skilled and have a team trying to produce high-quality realistic content in both the curve seems to balance. Unity remains simpler to unreal vs unity reddit with but UE4 has the better toolset for getting good quickly- so you end up spending longer coding in UE4 but longer getting the look to feel right in Unity.

This additional cost of making things look realistic doesn't apply to 2d or some stylised games where most of Unity's problems are dodged and things work really nicely and this is a large part of the indie gamedev scene and part of the reason the engine is so popular. It really does work well here. In the non-games field once you start getting outside of the engine's comfort zone UE4 starts to shine again.

Outside of games I prefer C as a language, it's a simple and clean language with some really nice features Linq is greatand in the large part it feels unobjectionable and like writing pseudocode, it's nothing spectacular but then it doesn't do anything particularly badly either. These don't mesh too cleanly and often lead to too many ways to do basic things with only one of them being 'right'- look at how easy it is to miss features such as smart pointers.

The complexity of the language then runs over into the tools. C as generally used is a tightly built language which means the IDE can easily work out what's going on, check for a lot of error cases, and offer programmer convenience from completely correct syntax highlighting and tooltips through to complete refactoring confident that it will work.

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It's difficult to get even reliable autocomplete working. Once we get into the two engines this gets weirder still. Unity's use of C is fairly standard, it provides a large set of APIs you can build with and extend for your own use in a fairly conventional manner. A C dev who doesn't know Unity has very little extra programming challenge beyond learning what's needed.

Why most of the game developers choose unity over unreal while some of the big studio prefer unreal?

This sadly isn't the case with Unreal. Added to this is something which makes UE4 both easier and harder- the macros. Classes and functions are marked with macros such as UClassUFunction ,and UProperty which tell UE4 what this is- whether it's to be exposed to Blueprint, treated as Pure, and a whole lot else. So which is easier?

It depends who you are, what you know, and what you want to do. Honestly both are really good engines and it's good to see the competition between them as it'll hopefully continue to drive them both on to becoming even better as they see what their 'rival' does better than them. Great summary! I think if you're not a programmer already, and you aren't too intimidated by the up-front learning, then Unreal 4 is by far the best for beginners. The UI is so friendly, and Blueprints are the one visual scripting language that didn't feel like it was getting in my way all the time.

From what I understand, it's not that uncommon for big well-established code-bases to avoid the STL, especially performance-oriented ones. EA even had their own re-implementation of the STL. Although I'm not sure if that's still useful with more modern versions of the language. For anybody who's got more general programming experience, Unity is far easier to jump into with very little tutorials -- make a class, inherit unreal vs unity reddit MonoBehaviourand you're halfway there. They lean heavily on the fantastic de of the C language, and the power of Visual Studio.

But the tooling is so much worse in Unity Anyone who re your comment, doesn't need to go anywhere else. Kudos man! This is excellent. Thanks for taking your time to write this.

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Bravo, just bravo to you. UE4 comes with a lot more tools and features out of the box although the gap has narrowed a bit. Unity, however, has a much bigger asset store with some very good assets although the gap with the Unreal Marketplace has also narrowed a bit. If you're willing to spend a few hundred dollars, you can get assets and tools for Unity that either aren't available for Unreal or are better than what Unreal offers. In other words, Unity can be easier for some tasks than Unreal if you're willing to buy assets. For example, last year UE4 added the ability to make 3D imposter sprites for replacing distant geometry.

Last I tried it though, the feature and the workflow were very rough admittedly, it was a couple UE4 versions ago. Unity doesn't have this built in, but the Amplify Impostors asset gives you a much better experience.

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Second, UE4 is more opinionated about what kind of game you're making than Unity. Unreal was originally developed to make multiplayer shooters like Unreal Tournament and Gears of War, and it still shows.

The GameMode class in UE4 is full of stuff for dealing multiplayer deathmatches more recently they added GameModeBase that removes some of that, but it's still biased towards a certain type of game. The upside is that if you want to make a multiplayer FPS, UE4's setup is basically already configured for this.

If you want to make a completely different type of game, like SimCity, UE4's choices aren't really helpful.

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My initial struggle when starting to learn UE4, haha. I'd add that Unity is going threugh a period of rede, and the entire graphics pipeline and post processing is a mess of various versions which don't work together, and many features are only available in one or another combination, and it's very all poorly explained.

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If you are considering a new project for the next year or two, it might be best to look towards UE4 until unity gets its shit together. Right now it's a disgusting mess of broken stuff. I was translating some code from Python to Unity recently, and while C is way more performant, part of me was like, where the F is numpy!? I need it! I have heard of NumSharp, but haven't gotten it to work with Unity so far.

Instead I had to write a bunch of other array operation methods. I do all my science things in Python, with Unity just being for games and simulations. Would be interesting to have them integrated.

Couldn't agree more with this comment. Both engines are good, each one has its pros a cons. At the end of the day, whichever engine you choose to use, you'll have to practice and learn a LOT of things. Howdy, gameplay programmer here, 2 years full time unity and 2 years full time ue4. I would say that unity is a lot easier to start because it's much simpler.

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A scene map comes with only a camera and a light. Anything you want to add you add yourself. Unreal on the other hand comes with so many things. A game mode, game instance, player character, player controller, etc. Even with udn access, the unity documentation is far better, everything has a and every comes with examples. Unreals separation between uobjects, actors and other derived classes is a lot more complex than unitys "everything is a mono behaviour and everything is a component".

I mean, monobehaviors are great to start off with, but they quickly become increasingly annoying as the project grows more complex. It's also worth mentioning, if you don't do things "the unreal way" it's going to be an uphill battle, with the engine actively in the way. Why is Unity considered the beginner-friendly engine over Unreal?

Posted by 10 months ago. Sort by: best. TLDR; It's complicated Continue this thread. I will save this and print in on my wall. Nice summary.

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I just want to add two things: UE4 comes with a lot more tools and features out of the box although the gap has narrowed a bit. Would love to hear more about this.

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I couldn't agree more.