![]() For a long time Unity had the same stigma as Godot has now: Almost only hobbyists users, and no famous games to show off. Unity became popular as the first capable "free" game engine at a time when there were no "free game engines". If you aren't able to fork that money over for a decent infrastructure then use Godot and build it with git and making windows builds on Linux. Unreal is more built for games that take 5 years to build with teams of 20 and requires perforce with a windows build machine. Something that could be done with about a person to 5 people and take 2 to 3 years. That all said I'd use Godot if I was making a game with a small scope. ![]() This fits Unity's style where most of the strictness comes from the community building plugins that rely on each other bit from what I understand that's few and far between. Because of this you don't get as robust solutions out of the box. Such as ACharacter which is required to use their character movement system which is required to use their ai move in the ai system. Unreal will give you a definitive solution that works with all their other solutions. I've used unreal for 8 years professionally, Godot I've used for 3 years in hobby projects. Unreal is amazing, powerful and opinionated with lots of features and thus boat. I'd argue Godot is a better equivalent to unity then unreal. ![]() Once BPs clicked, I did not want to go back to C#/C++ (until I have to). Actual spaghetti is very rare in my projects.įor me personally, these two were the dealbreaker. Loops, decision trees, etc - all can be visualized nicely. And within events and functions, likewise, I can use sequences to lay out even more complex algorithms in a very understandable form. ![]() Instead, events are laid out in a way where I know, visually, that camera code will be on top left side of BP, while tick is over there. I don't have to navigate just up-down a code file anymore. I have vague, but terrible memories of compile times on a starter UE4 project, in particular. Super good for focus, iterations, and not going crazy. ![]() Apart from there being a "math node" in BPs, where you can type formulas directly in, and they even should perform better that way :P let me try to answer, subjectively. ![]()
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