bob1029
4 days ago
From a purely technical perspective, UE is an absolute monster. It's not even remotely in the same league as Unity, Godot, etc. when it comes to iteration difficulty and tooling.
I struggle with UE over others for any project that doesn't demand an HDRP equivalent and nanometric mesh resolution. Unity isn't exactly a walk in the park either but the iteration speed tends to be much higher if you aren't a AAA wizard with an entire army at your disposal. I've never once had a UE project on my machine that made me feel I was on a happy path.
Godot and Unity are like cheating by comparison. ~Instant play mode and trivial debugging experience makes a huge difference for solo and small teams. Any experienced .NET developer can become productive on a Unity project in <1 day with reasonable mentorship. The best strategy I had for UE was to just use blueprints, but this is really bad at source control and code review time.
blashyrk
3 days ago
I felt the exact same way until I tried Hazelight's AngelScript UE fork. It is amazing, it brings the developer experience and iteration speed to Unity levels. They even made a VSCode plugin for it. Cannot recommend enough
soniczentropy
3 days ago
I'll heartily second this. After years of Unity, I just couldn't stand the developer experience any more. Waiting for iterative compiles that took an ice age each time I changed a line of code killed me. Angelscript UE is as close to engine perfection as I can imagine
rudedogg
3 days ago
https://angelscript.hazelight.se/ for others.
Any thoughts on Verse? I’m not experienced with Unreal or in the ecosystem, but it looked like it might be too foreign to me. But Tim Sweeney is no dummy, so it’s probably good and just requires some effort if you’re not already a functional programming nerd?
Agentlien
3 days ago
I have worked full time for five years with a combination of Unreal and Unity. I've also worked for five years with Frostbite and another five in various custom engines.
I absolutely love both Unreal and Unity. Unreal is amazing from a technical perspective and having worked with a talented team in Unreal the stuff we were able to make were mind-blowing given the resources we had.
Unity is way easier to work with if you aren't focused on high fidelity graphics. In fact, I've never tried any engine that felt as easy to work with as Unity. I would absolutely not call it a monster. Even with a fairly green team you can hit the ground running and get really productive with Unity.
moron4hire
3 days ago
The problem with Unity for green developers is that a lot of the defaults are bad and there isn't a lot of guidance to fixing it unless you just Git Gud at Unity, which is not something I've observed a lot of green developers do. There's a reason why "Unity Asset Store Dump" is a meme and it's largely because of content farm companies churning projects off the backs of perpetually underpaid junior developers (with no seniors around to mentor them). I saw too many of my friends in the local VR scene 10 years ago see absolutely zero economic progress and very little technical progress because of it.
So yeah, Unity is an easy on-ramp. But unfortunately, I think it puts people in a bad market that doesn't serve them well.
Agentlien
3 days ago
I do agree that some of the defaults are quite bad. A great example of this is how even Unity themselves recommend an object workflow very different from what their engine naturally seems to suggest: You really shouldn't use tons of objects with update methods called directly by the engine. You need managers with update functions which iterate over all their subjects. Doing it the intuitive way easily becomes unsustainable and is horrendous for performance.
MountainTheme12
3 days ago
My issue with Unreal is that Epic puts little effort into improving the developer experience, focusing instead on churning out tech demos, flashy visuals and half baked features that only become usable after several major releases (if ever). The artists at my company love it, the developers not so much.
booi
3 days ago
The really sad part is, Epic knows they don't need to sell it to you. They need to sell it to the C-suite.
cheschire
3 days ago
And blueprints take forever to wire up in my experience compared to just writing the C++ directly.
diggan
3 days ago
Never worked in a larger game-dev team before, but I always saw the benefits of Blueprints to be mainly for the ones who don't know how to code. Setup the right abstractions and you can let the level designers add interactivity for example, rather than Blueprints mainly existing for speeding up the work of C++ devs.
markus_zhang
3 days ago
I think UE requires the dev team to have a clear cut between the designers and programmers. Programmers code BP "components" and give them to designers to wire them up. The heavy lifting and complicated logic should live in C++ IMO. Otherwise it's going to be hell.
stemlord
3 days ago
That's extremely unfortunate given that Unity is becoming financially hostile gouging enterprise customers, and apparently Godot is not quite mature enough to compete. Game engines are quickly becoming a problem
idle_zealot
3 days ago
> Game engines are quickly becoming a problem
Game engines have always been a problem. They're very tricky to make and cover everyone's use cases, and I don't think they've ever been in as good a state as right now.
Melatonic
3 days ago
Is Cryengine still relevant at all ?
I'm also always surprised we don't see more games on the current gen id software engines
01HNNWZ0MV43FF
3 days ago
I never hear about novices using them for free, and just like Photoshop and Python and JavaScript, experts mostly want to use what they learned for free when they were novices
markus_zhang
3 days ago
I think UE is so good at graphics that there is no reason to use it for most of the developers. I don't understand why many indie developers chose to use it.
forgotoldacc
3 days ago
I'm working with a friend on a project and desperately trying to sway him away from Unreal. His reason for wanting to use it is because he can build the engine from source and modify it any way he wants (and he intends to attempt just that). He's also very much into pushing the engine's lighting to its limits.
We're a team with < 10 employees. He's paying very handsomely, so even if his Unreal foray is an absolute disaster, I'll have the savings to find something else.
bob1029
3 days ago
> He's also very much into pushing the engine's lighting to its limits.
With a bit of experience you can achieve global illumination results that are competitive with Pixar films by using static scene elements, URP, area lighting, baked GI and 5~10 minutes on a 5700XT. The resulting output will run at hundreds of FPS on most platform targets. If this means pegging vsync, it may also be representative of a power savings on those platforms.
Lights in video games certainly use real electricity, but the power spent on baked lights is amortized across every unique target that runs the game. The biggest advantage of baking is that you can use an unlimited # of lights. Emulation of a physical scene is possible. There are also types of lights that aren't even accessible at real-time (area/volumetric). These produce the most compelling visual results, avoiding problems that others create such as hotspots in reflection probes and hard shadowing.
Lightmap baking is quickly becoming a lost art because realtime lighting is so simple by comparison (at first!). It also handles a lot of edges cases automagically. The most important ones being things like dynamic scene elements and foliage. Approximately half of the editor overlays in Unity are dedicated to visualizing the various aspects of baked lighting. It is one of the more difficult things to polish but if you have the discipline to do so it will make your game highly competitive in the AAA arena.
The crazy thing to me about baked GI is that it used to be incredibly crippling on iteration time. Working at a studio back in 2014 I recall wild schemes to bake lights in AWS so we could iterate faster. Each scene would take hours to fully bake. Today, you can iterate global GI in a fixed viewport multiple times per second with a progressive GPU light mapper. Each scene can be fully baked in <10 minutes. There has never been a better time to build games using technology like this. If I took a game studio from a decade ago and gave them the technology we have today, they would wipe the floor with every other studio on earth right now.
This tech doesn't have to be all-or-nothing either. Most well engineered AAA games utilize a mixture of baked & real time. The key is to make as many lights baked as possible, to the extent that you are kind of a constraining asshole about it, even though you can support 8+ dynamic lights per scene object. I look at real time lighting as a bandaid, not a solution.
If you want to attack this from a business perspective - Bleeding edge lighting tech is a nightmare if you want to ship to a large # of customers on a wide range of platforms.
markus_zhang
3 days ago
Oh that's definitely something to play with if the $$ is good :D I wouldn't mind.
pdntspa
3 days ago
The ecosystem, including tens (if not hundreds) of thousands of dollars of free assets are an extremely compelling use case for me
TGower
3 days ago
Blueprints can be a great learning tool, if you double click a node it will open a VS window with the actual C++ code function.
smittywerben
3 days ago
NEW QUEST: "These New Gaming Requirements Are Unreal"
OBJECTIVE: Any project that demands HDRP and Nanometric Mesh
BONUS: Find the happy path