And this is like saying everyone do the same thing in Photoshop or Maya. Have u even seen UE5? is a top engine with very impressive tech, specially lighting and graphics, not a Honda civic. u can still build costum things on top of that engine too, thats why I said u may still need to code things for ur specific game. I know DreamHaven and FrostGiant r developing right now their games using UE.
The most cool thing I noticed is that Artists now have lots of freedom.
It was an example that even 1 person can make a game now. I never played w3.
Like I said, DreamHaven and FrostGiant r using UE to develop their games so that might give u a hint that is good and very customizable. As for the graphics that depends on u and the Artist, the engine is very capable of running whatever, that is just the vision of the fan that made that.
Here more examples of Unreal Engine 5, I would suggest u switching:
Forgotten Empires / Microsoft is releasing AoE4 this year. Still doing new expansions for AoE2 and AoE3 (granted lots of people think AoE 3 is bad). Blizzard RTS arenât the only game in town.
It shows how low IQ most programmers are. Lighting and other graphical effects are a little bit math intensive. Not much, but a little bit. Thatâs why they avoid it like the plague. But, again, unless you want your lighting/graphics to look vanilla, like every other game out there, you need to do your own.
To do water reflections you render the scene with the camera reflected (using a cross product against the normal of the water surface) and render the scene into a view buffer with frustum culling. You apply a fresnel effect when reading the data out of the view buffer in a shader when rendering the water itself. Alternatively you can also do a viewbox rendering which is similar but a bit more complicated to set up but produces nicer results.
Iâve worked full time in the industry for about 20 years, plus have probably an additional 20 hours/week doing hobby projects. I have well over 50,000 hours of experience. Battle.net forum clowns calling experts idiots - what is more iconic than that.
Im sure, just like how you went to college when you were 10, owned and ran two different businesses simultaneously, and also restore vintage cars at the same time, AND worked in construction. These are absolutely not the transparent lies of somebody desperate to appear more knowledgeable than they actually are.
They arenât lies. The older you get your wins stack higher and higher. Youâre, what, 10 years old? Youâd be amazed, kid, what a productive adult can accomplish in his lifetime working full time + weekends.
The graphic/lighting tech in UE5 is new and allow to port models directly from zebrush. I think u r understimating the power of UE5 and what u r capable to do with it. It seems to really depends on the Artist instead of being stuck in vanilla graphics as u say, and u can always modify the engine for ur personal needs and vision. Looks very promising, we will have to wait and see for the full realease in 2022.
Doubtful. The methods have remained basically unchanged for a couple decades. The only thing they really do is upscale the rendering. So the shadows are rendered from more light sources, or higher resolution pixel buffer objects are used to store the shadows. Etc. The only really big / fundamental change in rendering technology is ray tracing but 99.9% of gpus canât do it yet.
If you only want a graphics engine, Ogre3D is much better and itâs also completely free.
Still for me is new tech that allows rendering from so many triangles even from the distance at such high quality, havent seen something like it. Lumen is called the default lighting of the engine, but u could do ur own.
The software is not fully released so u cant say its better or worse than other. I do see DreamHaven, the original Blizz, using it so thats a big hint for me that its top level with lots of potential for coders and Artists.
Frost Giant literally did a big developer interview where they talked to the guy who made the pathing for SC2 extensively about how reapers and collo were hard to program and how he is doing it now for their new game.
Clearly, you have no idea what you are talking about. If he could do it in 2009 at blizzard, Iâm sure he could do it now, possibly even better.
Reapers and colossi would be some of the easier features. They canât talk about proprietary features openly, and it would be highly technical and not interesting in the slightest. Do you really think the devs of a game are going to do anything other than hype their upcoming product? Would they openly say it if they knew their product was going to be inferior to SC2?
The fact of the matter is that NDAâs and work contracts prevent software developers, in many cases, from competing and in almost all cases they give up the intellectual rights to their work. That means all the work they did for blizzard, figuring out how to make reapers do reaper things, is owned by blizzard. The code, the algorithms, everything. The NDAs usually prevent them from even talking about the subject.
By definition, you either had to have used an already existing algorithm that Blizzard canât claim ownership over, in which case it is vanilla, or you have to invent a completely new concept that doesnât overlap the work they did for Blizzard.
lmao, I missed itâŚabout 20 years of experienceâŚwhich makes me doubt about it beacuse in the pics he posted he didnât look like a near 40yo guy and the way he talks also points to a way younger age.Itâs impossible having about 20 years experience if you are not even 40.
The fact that they have to lie and exaggerate things just shows they canât defeat the original points as written. Itâs an admittance that they know I am right. For example, they assume my age, and they assume no overlap between the goals such that both can be pursued at the same time. Of course their assumptions are extreme and catered towards their conclusion. In other words, they are your garden variety forum spammer who is going to spam lies 24/7 like their next paycheck depends on it. Their posts represent reality in the same sense that werewolves and unicorns represent reality.
Making a game engine like Unity or Unreal requires at least a MILLION hours of work. There is a reason why there are so few good engines. The reason is that itâs VERY hard and time-consuming to build something like that. Modern engines are generic and can work with any game genre. You donât need an engine designed for a particular game type. This kind of specialized engines were made in the past, because of the various technical limitations of the old hardware. Today Unity or Unreal can handle ANY game genre. If Frost Giant or Tencent decide to make an AAA RTS, then they should use an off-the-shelf engine.
I think it shouldnt be a problem. Maybe they wanted to be independent and not rely on Unity/UE why they made their engine. But can they make an editor with Unity/UE too? Map editor is big part of it.
Its 2021 who cares about graphics and physics anymore?
You are correct in your assessment of how much work is making top-of-the-line render engine though. Just⌠why not use something like OGRE and write couple of custom shaders? (okay I havenât written a single one shader in my life, but my friends render programmers tell me that it is simple and I trust their opinion)
Problem with Unity is that it poorly handles large number of assets and lacks proper debugging tools (they one that they have just $uck). Besides you have to jump through hoops to just write code in C++ and not some stupid scripting. I guess its okay for designers but its not okay if you want to implement some semi-serious feature that doesnât already exist among unity game objects.