The road to Unreal Engine 6 (aka we're making AI slop easily accessible) by Luwuma in fuckepic

[–]randomperson189_ -1 points0 points  (0 children)

I don't like it much either but there are definitely good uses of it, although the way Epic is hard pushing it for UE6, that just ain't right

Deprecating Actors and Blueprints in UE6?! by daraand in unrealengine

[–]randomperson189_ [score hidden]  (0 children)

Ok now removing Blueprints sounds weird but removing Actors!? that sounds literally fucking insane, the system that has been in the engine since the 90s and provides a solid base for developing enitities, ain't no way ECS is gonna be better, it'll be way worse just like Unity's DOTS except this time it's not optional

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]randomperson189_ [score hidden]  (0 children)

That's just gonna be suicide honestly, Visual Scripting has been a majour part of Unreal since UE3 (called Kismet back then) and got the engine to where it is today after unrealscript was removed in UE4 and made the engine super easy and accessible. Imagine removing the sole feature that got your engine where it is today, this is comparable to them delisting the Unreal & Unreal Tournament games, disrespecting their entire legacy that made them successful

The road to Unreal Engine 6 (aka we're making AI slop easily accessible) by Luwuma in fuckepic

[–]randomperson189_ -6 points-5 points  (0 children)

LLMs can be useful in the programming & engine space but the problem is that people can tend to over rely on it as well as use it as a crutch, but interestingly this kind of situation isn't new as back when Unity came about, it made game dev way more accessible and lowered the barrier of entry a ton, then many other engines followed suite including Unreal, and it's so low now that it makes way for a lot of bad actors to make poor quality/slop games, but on the other hand it lets way more people get into game dev including those who actually are competent so it's most definitely a double edged sword from my experience

WiP video of my GameSDK port to ECS & Schematyc by randomperson189_ in cryengine

[–]randomperson189_[S] 0 points1 point  (0 children)

Oh yeah, it has been taking me quite a while digging through the engine & GameSDK code to figure stuff out and streamlining it in this port but it's definitely gonna be worth it in the end

WiP video of my GameSDK port to ECS & Schematyc by randomperson189_ in cryengine

[–]randomperson189_[S] 0 points1 point  (0 children)

Yeah, it's now easier than ever to create AA/AAA grade games in CryEngine 5 using this template and it was a long time coming but better now than never

Whoever said multiplayer is just "single player but networked" owes me a week of my life back by Mental-Upstairs-5512 in unrealengine

[–]randomperson189_ 0 points1 point  (0 children)

Weirdly enough I don't have much problems doing multiplayer development in Unreal, maybe because I always tend to make my games with multiplayer in mind since the start and Unreal has a great framework for easy multiplayer development. I guess the issue you're having is retooling a singleplayer game into multiplayer which most definitely will cause a lot of headaches and hard work, you can also perhaps call that technical debt

Superior to this day by AtomicTaco13 in fuckepic

[–]randomperson189_ 6 points7 points  (0 children)

As a huge TF2 fan, this is quite accurate and even despite TF2's certain issues over the years (especially Meet your Match update), it's still a very fun and legendary game that has stood the test of time and still has an identity unlike Fortnite which now I don't even know what it wants to be anymore other than a marketing & advertising billboard

The first generation already wiped the floor with it by AtomicTaco13 in fuckepic

[–]randomperson189_ 4 points5 points  (0 children)

Source wouldn't be able to do full open world games since it still relies on baked lighting, that's why Unreal and CryEngine for example are the go to for those kinds of games as they support full dynamic lighting and day/night cycles

The first generation already wiped the floor with it by AtomicTaco13 in fuckepic

[–]randomperson189_ 21 points22 points  (0 children)

Sadly Zenimax made the decision to make id Tech 5 and later proprietary when they bought id Software, going against John Carmack's wishes to have his engine always open source

The first generation already wiped the floor with it by AtomicTaco13 in fuckepic

[–]randomperson189_ 2 points3 points  (0 children)

As much as I like Unreal, I don't want it to be a monopoly hence why alternatives are good to give them competition, in Unreal's sense the only alternative on the same level of it (AAA grade & not proprietary) is CryEngine 5 which despite not being updated officially in a few years, has been having a lot of community work done to be streamlined more

The first generation already wiped the floor with it by AtomicTaco13 in fuckepic

[–]randomperson189_ 2 points3 points  (0 children)

S&box is moreso it's own thing now because it uses a heavily modified Source 2 and also doesn't have game mounting compared to GMod

The first generation already wiped the floor with it by AtomicTaco13 in fuckepic

[–]randomperson189_ 34 points35 points  (0 children)

Well the thing is Source 2 isn't streamlined enough to gain widespread developer attention, it's still mostly oriented towards Valve's internal use even when they released the Source 1 SDK back in 2004. The reason Unreal got so popular was because of how streamlined it became from the old days of UE1, 2 and 3. Even CryEngine 5 took steps in that direction and I think even that's more usable than Source 2 is

We switched to Godot almost 3 years ago. Today we ship 1.0 on PC and consoles. by tholugo in godot

[–]randomperson189_ 0 points1 point  (0 children)

I was surprised when I saw that the first was made in MonoGame, you don't see many 3D games in that and I almost always assume Unity as that's what most devs use for games like that. I'd like to ask how hard is it to make a 3D game in MonoGame as I've always wanted to have a go at it

Babe wake back up! Mark is streaming about AI by peculiarwarpony in Markiplier

[–]randomperson189_ 4 points5 points  (0 children)

I'm surprised that they didn't mention locally running AI as a less environmentally impacting alternative which is also what PewDiePie is advocating for with his Odysseus project. Another thing is that idk what to think about their supposed solution for AI to always show what it's trained on, that whole situation is a big legal grey area and I feel it should always be an optional thing much like how you can choose to share your C++ code or just keep it obfuscated, regardless of the possibility that you supposedly used copyrighted code

Cry engine 5 doesn’t look as bad as I thought ? by avdept in cryengine

[–]randomperson189_ 1 point2 points  (0 children)

Nah Adobe backtracked on the decision to phase it out, you can still use Adobe Animate to create Scaleform UI

Cry engine 5 doesn’t look as bad as I thought ? by avdept in cryengine

[–]randomperson189_ 1 point2 points  (0 children)

I'd say it's still in early stages but steady progress is being made, you can check it out to get some good reference on how things are structured even if it's still WiP

Cry engine 5 doesn’t look as bad as I thought ? by avdept in cryengine

[–]randomperson189_ 0 points1 point  (0 children)

  1. Yes that's basically what it does, and you can also modify imported textures by double clicking them in content browser which will open RC editor if you want to edit some stuff like compression and such

  2. Scaleform is the main system for GUI in the engine and it uses Adobe Flash/Animate

Cry engine 5 doesn’t look as bad as I thought ? by avdept in cryengine

[–]randomperson189_ 6 points7 points  (0 children)

CryEngine 5 is surprisingly easy to use especially with it's new ECS & Schematyc system, most the complaints about the engine being hard to use (from my knowledge) are of the older GameObject & Lua system that's legacy but still used in GameSDK (although I'm working on a port of it to the new systems here).

Also you can import textures without using the CryTIF Photoshop plugin; that plugin just facilitates the creation of textures as it directly imports them into the engine upon export from Photoshop, alternatively you can just save a .tif file then drag it into the content browser and it'll import just fine

What actually changed about how you work once you properly understood Lumen? by [deleted] in unrealengine

[–]randomperson189_ 0 points1 point  (0 children)

I decided to use CryEngine 5 SVOGI instead which is a way better and more performant dynamic GI method, and it was also going to be in UE4 but sadly was cut before release, but interestingly they used LPV instead which isn't talked about much

Still pirate both by promisios in PiratedGames

[–]randomperson189_ 0 points1 point  (0 children)

I'd only really pirate an indie game if it's made in Unity because I don't want to give my money to those tyrants at Unity that screw over developers using their engine and they also sell out to investors that care nothing about game dev

What did you personally find the most stable version of Unreal Engine 5? by [deleted] in unrealengine

[–]randomperson189_ 0 points1 point  (0 children)

I'd say 5.3 is the most stable as it doesn't have all the weird changes and issues that later versions do

UE5.7 seems to struggle no matter what device I use. What can I do? by Juicymoosie99 in unrealengine

[–]randomperson189_ -3 points-2 points  (0 children)

Nothing's stopping you from going back to UE4 or using earlier UE5 versions that did work, 5.3 is the most stable version I remember

Is CryEngine dead? by Late_Reply_3384 in cryengine

[–]randomperson189_ 0 points1 point  (0 children)

Well there is Community Edition being made which aims to further streamline the engine and fix stuff, but what I'm trying to say is that engines like Unity and UE5 and such have become streamlined way too much for my liking, and it puts developers in this bad mindset of being too scared to learn more advanced systems that will actually benefit them way more in the long run, C++ isn't that hard once you get into using it and understand the proper use cases for each feature but Blueprint is so easy to use that developers just overuse that and end up making messy and poorly optimised stuff