Nameless Voice on 4/3/2015 at 00:36
Quote Posted by Yakoob
Because most indie devs don't wanna get into that, they just want an engine that will get them 95% of the way there without having to mess under the hood. Unity does just that especially when you add the tons of scripting and modeling assets available.
So does UE4 though. You can code an entire game using only Blueprints visual scripting, without writing a single line of code.
Fafhrd on 4/3/2015 at 01:27
Quote Posted by Flux
No, it doesn't mute audio by default but you can code a special volume to ensure such tasks(as if you are using room brushing of dromed). We did the same with Solarix, special volume to wrap around rooms to define "who hears what and when".
Does BSP block sound in UE4? Because if it does, you could just go full-on Dark Engine style with your level design instead of being forced to mess around with volumes.
Starker on 4/3/2015 at 02:22
Quote Posted by zajazd
I need two mappers with 20 years of experience in porno industry
I think you made a typo there. You probably meant to type fappers.
Quote Posted by Nameless Voice
Underworld Ascendant is being built in Unity. I somehow doubt they'd be using an engine that can't cope with the level of complexity they need.
They are actually still evaluating it. They may yet switch to something else.
Judith on 4/3/2015 at 07:58
Quote Posted by Fafhrd
Does BSP block sound in UE4? Because if it does, you could just go full-on Dark Engine style with your level design instead of being forced to mess around with volumes.
Unreal engine never supported smoothing for BSP surfaces and UE4 is no exception, so that's a big no for Dromed-style approach. Actually, any other engine than Dromed and Darkmod is a big no for such approach.
demagogue on 4/3/2015 at 09:56
Sound is directed by visportals in Darkmod, but it leaks through BSP too if there's no portal directing it otherwise. You avoid it being a problem by designing your layout right. Some of the team have looked into sound portalling, which I think would stop BSP leakage altogether. It'd be a cool improvement if someone ever gets to it.
Dromed uses roombrushes to direct sound, which are actually kind of tricky to place without gaps or overlap sometimes, since they only come as big rectangles. So it's not that BSP stops sound per se. I know by experience if your roombrush crosses BSP, sound will too. But most roombrushes outline the BSP, so that's why it works like sound stays contained so well. It forces mappers to think about sound control, where other engines just halfass automate it.
Briareos H on 4/3/2015 at 12:45
Quote Posted by Renzatic
(
http://codepirate.ninja/?p=30) Here's a good article I found comparing the two engines from the perspective of a total
code nerd C# apologist.
Joke aside it's a pretty superficial article, I'd have expected a code/structural breakdown. I'd be interested to read more in-depth reviews of features (skeletal animation? lighting? texture generation? terrain editing?) and performance comparisons, especially since we now have the source code.
I'm especially wondering if the UE toolchain can be flexible and can come/be punched into in a reduced set. If I ever start working on the project I've been postponing for years, I'd rather have a fast, stable, modular and well-documented engine/toolchain than Game Maker Infinite, White Elephant Edition. Right now I quite like what I see with Unity from the development side but I find myself toying more often with the UDK.
Also wondering what Source 2 is going to be like.
Renzatic on 4/3/2015 at 15:50
He brings up some good points regarding C#. From what I've seen elsewhere, he isn't the only one who thinks that way.
Based on what I've read, it seems Unity is a lot easier to bash out and prototype ideas on the fly, while UE4 requires more effort up front to get everything going, but gives you a better return on your time once you're deep into your project. You really can't go wrong with either one of them, but one can be better for you than the other depending on what you're doing.
Judith on 4/3/2015 at 17:07
FYI, UE4 supports only FBX 2014 format for meshes, characters etc. I know that latest Maya and 3dsmax uses this, but what about Blender and other more affordable tools :/
Renzatic on 4/3/2015 at 17:26
Epic dumped a ton of money on the Blender Foundation to get FBX exports working for UE4, and from what I'm seeing on the forums, it apparently isn't an issue.
Fafhrd on 5/3/2015 at 04:24
Yeah. From what I've read it's still a little quirky, but one of Epic's artists/animators did a couple of livestreams for using Blender with UE4 and it seemed pretty straightforward and mostly just worked (though he was just importing an existing character FBX and then re-exporting it from Blender. Not sure how it handles 100% custom skeletons and models).