[HN Gopher] So You've Decided to Move from Unity to Unreal Engine
       ___________________________________________________________________
        
       So You've Decided to Move from Unity to Unreal Engine
        
       Author : Kye
       Score  : 235 points
       Date   : 2023-09-14 14:30 UTC (8 hours ago)
        
 (HTM) web link (impromptugames.com)
 (TXT) w3m dump (impromptugames.com)
        
       | WhiteOwlEd wrote:
       | Data scientist here who spent a couple of years working with
       | Unreal (to produce high end data visualizations). Here are my
       | thoughts
       | 
       | > Blueprints suck! Not really. Think of Blueprints like python.
       | Its good for routing and keeping track of things at a high level.
       | Think of C++ as handling things at a lower level.
       | 
       | > I heard you need to start with blueprints. Not really. After
       | going through the basic tutorial that Unreal Sensei has on
       | YouTube (https://youtu.be/gQmiqmxJMtA?si=TqBiiIe12M5hiCda) , it
       | is better to do a mix of blueprints and C++ if you have any
       | programming background.
       | 
       | > I don't know what to use for the IDE. I used Rider for Unreal
       | Engine and it has good integration into Unreal Engine.
       | 
       | > So when do you use C++? When I was doing data vis of census
       | data, I needed a way to load in 10,000 data points into memory.
       | The "out of the box" tools for Unreal didn't support this, so
       | custom C++ was the way to go.
       | 
       | > But really, if I just want to get started with Unreal and want
       | official tutorials, where do I go?
       | 
       | After going through Unreal Sensei, I looked at at
       | https://dev.epicgames.com/community/unreal-engine/getting-st...,
       | there are a ton of tutorials there for game developers.
       | 
       | Also, a year ago I put together an online course that looked at
       | how to ramp up on Unreal Engine. The course ("Data Visualization
       | in the Metaverse") is ideal if you already have a programming
       | background. I put the course out on YouTube for free
       | (https://www.youtube.com/playlist?list=PLKH3Xg62luIgPaB4fiFuT...)
       | and happy to answer any questions about it.
        
         | azan_ wrote:
         | >Data scientist here who spent a couple of years working with
         | Unreal (to produce high end data visualizations) That sounds
         | amazing, could you share some of your visualizations?
        
         | vintagedave wrote:
         | > I don't know what to use for the IDE. I used Rider for Unreal
         | Engine and it has good integration into Unreal Engine.
         | 
         | Don't forget Visual Assist! It's more flexible, is faster, uses
         | less memory, works on uncompilable code, etc. (I work on it.)
        
       | xkcd-sucks wrote:
       | Is anyone aware of unofficial (and maybe illegal in some
       | jurisdictions) releases of Unreal toolchain that strips off the
       | Epic Launcher and can be downloaded without making an account?
        
         | [deleted]
        
         | MikusR wrote:
         | https://godotengine.org/
        
         | spywaregorilla wrote:
         | You can just grab the repo off of github to use it without the
         | epic launcher but you do at the minimum need an epic account to
         | get access. I'm not sure why you would want it to be unofficial
         | or be so stubborn against making an account of any sort.
        
       | caniszczyk wrote:
       | Also check out https://o3d.foundation and Godot as options...
       | open source gaming engines should be at the heart of modern game
       | development imho, just like Linux is the heart of many
       | infrastructure things we do
        
       | jimmaswell wrote:
       | > Read the documentation on the Gameplay Framework. All of it!
       | 
       | Is it just me or is this an unviable learning strategy? My
       | approach for learning anything has always been to follow small
       | tutorials, build an intuition, and only consult docs when I need
       | some specifics.
        
         | johnnyanmac wrote:
         | depends. IME I tend to go through at least 3 passes of
         | 
         | - read high level architecture docs, - try to do some small
         | coding - get confused and google until I get my goal done - go
         | back to reading high level architecture docs
         | 
         | You're (or at least, I will) never absorb and become productive
         | in all that material in a first pass. But at the same time
         | reading the intro for the mentality of how the big picture
         | works helps a lot to scope into what to focus on.
        
         | freedomben wrote:
         | Everybody is different. It's certainly unviable for some
         | people.
         | 
         | For me, the ideal thing is a book, and great docs can feel like
         | this. Something well thought out, comprehensive, deep, and
         | importantly error checked/reviewed. The downside is books are
         | increasingly rare and get outdated really quickly.
        
         | janosdebugs wrote:
         | As someone who recently learned UE: yes, this is completely
         | unviable. The UE API docs are almost useless. Use Rider and its
         | code navigation instead, you'll get much better results.
         | 
         | The docs about the concepts are better, those are worth
         | reading.
        
         | adamkittelson wrote:
         | I think it's just different learning styles. My preference for
         | learning e.g. a new programming language has always been to
         | read a book cover to cover as the first step (if it's a
         | language established enough to have a book anyway). Note that
         | it's not important that I actually _understand_ everything on
         | this first pass. The cover to cover is mostly about getting the
         | lay of the land so I know what exists, then, even years later
         | when I have a problem that could be solved by using some bit of
         | the language that I read about but didn 't really understand
         | but vaguely recall is a thing it springs to mind and I can do
         | my deep dive on that aspect then.
        
           | pxc wrote:
           | I'm currently doing this with a few programming language
           | books, and the strategy for me is basically to read the book
           | in two passes. On the first pass, the goal is just to get
           | through the whole thing and get a feel for everything it
           | covers. If I don't understand it, that's okay-- I just let it
           | wash over me.
           | 
           | It's only on the _second_ pass that I am trying to go through
           | each section carefully and make sure I really understand
           | before moving on, including seeking outside help or resources
           | if I feel confused or stuck.
           | 
           | This feels fun for me, and the casual first pass makes it
           | easy to figure out if a book or language truly appeals to me.
           | 
           | I also feel, strange as it sounds, like for me it save time
           | compared to learning in small increments through tutorials.
           | It lets me more quickly absorb the basics for things that are
           | already more or less familiar, and then I can focus on
           | exercises and examples only for the tricky stuff.
           | 
           | When I first started studying computer science, in high
           | school, the biggest productivity gap was between the students
           | who tried to work only with what they were directly taught in
           | class by the teacher and the students who decided to go
           | explore the language/stdlib API docs on their own. There was
           | a lot of 'wow, how did you do that!?' from the former group
           | and a lot of 'it's built in, check out this part of the
           | manual' in response from the latter. But somehow no amount of
           | exchanges like that could convince the former group to take
           | some time to RTFM in a comprehensive or unguided way, so it
           | stayed that way.
        
         | david422 wrote:
         | > follow small tutorials, build an intuition, and only consult
         | docs when I need some specifics
         | 
         | While I basically tend to learn like this - (solve my current
         | problem and move on, since I have limited time to spend on
         | things) - I find that this type of learning can miss some
         | things. Like when the documentation says this is important etc
         | and you never know about it/find out about it the hard way when
         | your stuff doesn't work properly.
        
         | atomicnumber3 wrote:
         | Yeah I agree. For me personally the best combination seems to
         | be a quick start guide to get me bootstrapped and let me get
         | the gun poinTed at my feet, and then solid normal documentation
         | for me to mend my feet each time after I shoot myself.
         | 
         | Some of it is a matter of it being hard to even have the
         | language to know how to ask the questions you have, so a
         | bootstrap or quick start to let you just get in there and start
         | looking around helps a ton and makes the full documentation a
         | lot more accessible.
        
         | andersa wrote:
         | It sounds more like an intermediate strategy, if you're eager
         | to discover some tricks you missed. First do some small
         | projects to familiarize yourself with the basics. Reading the
         | API before really knowing the context of anything you're
         | looking at seems fairly pointless to me.
        
         | blt wrote:
         | Your style will get you through a project, but you'll miss out
         | on useful but nonessential features.
         | 
         | For example, a lot of C++ programmers miss the full spectrum of
         | std::algorithm. A lot of Python+NumPy programmers miss out on
         | some useful indexing tricks.
         | 
         | I'm still suffering from not taking a rigorous approach to unix
         | shell.
        
         | Maschinesky wrote:
         | I read the kubernetes API and I did not regret it.
         | 
         | Nonetheless for just getting to your goal and not becoming
         | really good in something this is not necessary or can be done
         | later
        
       | TacoRabbit wrote:
       | It's also worth noting that if you're concerned about Epic
       | Changing the Deal and doing a rugpull like Unity, they've said
       | you can simply not accept the changes and continue operating
       | under your existing terms you agreed to:
       | 
       | "If we make changes to this Agreement, you are not required to
       | accept the amended Agreement, and this Agreement will continue to
       | govern your use of any Licensed Technology you already have
       | access to."
       | 
       | You potentially lose access to epic services of various sorts,
       | but it's a far cry from the Unity situation.
       | 
       | https://www.unrealengine.com/en-US/eula/unreal (Section 7)
        
         | interestica wrote:
         | I think Unity had that same provision? Until they changed it:
         | 
         | "Unity silently removed their Github repo to track license
         | changes, then updated their license to remove the clause that
         | lets you use the TOS from the version you shipped with, then
         | insists games already shipped need to pay the new fees."
         | 
         | https://old.reddit.com/r/gamedev/comments/16hnibp/unity_sile...
        
       | blinding-streak wrote:
       | Unity offices are closing due to death threats. Things going
       | smoothly after their pricing change.
       | 
       | https://www.bloomberg.com/news/articles/2023-09-14/video-gam...
        
         | mrtksn wrote:
         | What up with the gaming community? I get the the players being
         | carried away or be from a special demographics but aren't the
         | game professionals aware that they are doing business?
         | Underpaid developers, death treats after some pricing changes.
         | Wow.
        
           | skeaker wrote:
           | "The gaming community" consists of an insanely large number
           | of people. Some percentage of people on Earth are
           | willing/crazy enough to use death threats to get their way.
           | The gaming community is large enough that that percentage
           | manifests itself in the form of death threats being used. The
           | question isn't so much "what's up with the gaming community"
           | as it is "what's up with this small percentage of humanity."
        
             | saurik wrote:
             | There is something interesting though that while the
             | audience of superhero movies is super large and while there
             | are a lot of overly toxic complaints and clearly a number
             | of people who are super angry about various things, I
             | haven't seen news reports of any offices at Warner Brothers
             | or Disney being closed due to credible threats of violence.
        
               | skeaker wrote:
               | I suppose you haven't looked hard enough, then: A 5
               | second google search for "marvel movies death threats"
               | turns up multiple articles about threats against
               | directors for killing off Marvel characters. To your
               | point I'm not sure that they closed their offices over
               | it, but how they react isn't really up to the people
               | making death threats.
        
           | mardifoufs wrote:
           | This is not necessarily the gaming community. If anything,
           | the devs who are currently revolting are usually pretty
           | critical of said community
        
           | musicale wrote:
           | The developers are revolting.
        
             | pixl97 wrote:
             | Rent goes up 200%: [we sleep]
             | 
             | Unity changes pricing: [ we riot ]
        
               | johnnyanmac wrote:
               | let's be real: there's good odds that the people doing
               | this hail from countries where they feel they can be safe
               | from legal avenues of (the US-headquarter) Unity.
               | 
               | Also, these are children or the privileged who are
               | complaining about video games on thee internet. They have
               | no issues with rent.
        
       | spywaregorilla wrote:
       | > I heard Blueprint sucks!
       | 
       | > Blueprint actually rules. Look, I get it - why would a visual
       | scripting thing be good? They're all shit! I agree.
       | 
       | > Blueprint is the only one that's any good. It's amazing. It
       | will also help you learn the engine. Everything you do there will
       | be applicable to C++. No matter who you are, you should start in
       | Blueprint. It's 100% true that you can build an entire game in
       | Blueprint. Yeah, with multiplayer. Yeah, performantly. Yeah,
       | maintainably. It's not just for rapid prototyping.
       | 
       | > Be a snob about Blueprint at your peril. I've helped a lot of
       | people get good at Unreal and get hired for it, and Blueprint-
       | related recalcitrance is the number one way people screw
       | themselves - without realising, they sentence themselves to
       | months of wasted time and frustration only to mould themselves
       | into the type of Unreal user who sabotages any team they're on.
       | Swallow your pride and look at some nodes.
       | 
       | Best advice in this page. Blueprints are excellent. They make the
       | engine API extremely discoverable. You naturally gain a deep
       | understanding of the classes and components and how they
       | interact. They are performant. They can do 95% of what you want.
       | 
       | The C++ engine API is fine but it doesn't lend itself to learning
       | the engine. I don't recommend using it unless you identify a
       | specific need.
        
         | LanceH wrote:
         | I had this same scepticism but kept seeing tutorials doing real
         | with with it until I was convinced.
        
         | aschearer wrote:
         | How do people using Blueprints deal with:
         | 
         | - Find and replace a variable
         | 
         | - Change a variables type
         | 
         | - Merging changes from multiple commits
         | 
         | - Refactoring
         | 
         | - Finding all references
         | 
         | I'm a fan of visual coding and use it extensively in YWDHT but
         | have found the above challenging. I'm curious how Blueprints
         | solves these issues, especially for larger teams.
        
           | russdpale wrote:
           | A colleague and myself were just discussing similar issues
           | with SSIS packages compared to just running the queries in a
           | stored procedure on the server.
        
             | Pxtl wrote:
             | Yes but the difference is that Blueprint is actually a good
             | language while SSIS is a dumpster-fire.
        
           | timeagain wrote:
           | I think you missed the point. Yeah it isn't code and it has
           | downsides, but it is a GUI for discovering and learning to
           | intuit the API. To not use it would be tantamount to refusing
           | to read the documentation.
           | 
           | When entire teams are using visual programming tools through
           | the entire dev lifecycle (incl. refactoring and maintenance),
           | wake me from my cryogenic freezer!
        
             | andybak wrote:
             | But the original article and the post we're all replying to
             | isn't arguing for using it for "discovering and learning to
             | intuit the API" - they are arguing for using it for the
             | bulk of coding tasks.
        
               | spywaregorilla wrote:
               | No I don't think so. You can. I do about 80/20 bp,
               | gradually shifting some content to cpp as I need more
               | specific network replication capabilities.
               | 
               | But they're definitely referring to learning by doing
               | stuff in blueprints. I would agree with this. Figuring
               | out how something ought to be done with the engine in
               | blueprint and then re-implementing it in cpp is the more
               | pleasant experience imo.
        
           | spywaregorilla wrote:
           | Not sure why this is downvoted.
           | 
           | > - Find and replace a variable > - Finding all references
           | 
           | I think the basic search tools are pretty good. I can't say I
           | expect find and replace to be super common. I would prefer to
           | do such things one at a time.
           | 
           | > - Change a variables type
           | 
           | I would say you really shouldn't be doing this too often.
           | It's compiling to statically typed code under the hood so
           | this will frequently cause a lot of breaks. You can do it,
           | and it will highlight all the areas where this breaks things
           | (maybe more easily than c++ might tbh). And if the types are
           | compatible, that might mean you have to do the annoying step
           | of redrawing lines to the same var with a new "node"
           | representing the proper type.
           | 
           | > - Merging changes from multiple commits
           | 
           | This is hard and not good. The most difficult part about
           | blueprints.
           | 
           | > - Refactoring
           | 
           | I tend to think this is pretty easy. Maybe easier than in
           | code. I'm a big fan of collapsing all nodes into subnodes. So
           | every individual step becomes one high level node. You can
           | also "collapse nodes" into a function itself. You want to
           | minimize the number of nodes you're looking at any given time
           | so it kind of encourages good practices on itself if you're
           | competent.
        
             | exogen wrote:
             | Would you be down to chat a little about your Blueprint
             | experience and take a look at a tool I've been working on?
             | Check my homepage (on my profile) for contact info if so,
             | I'd be very thankful :)
        
               | spywaregorilla wrote:
               | I'd prefer to just reply to comments but I'd take a look.
               | You might find better perspectives asking the folks who
               | sound like they've finished shipping a complete game
               | though.
        
             | andybak wrote:
             | > I can't say I expect find and replace to be super common.
             | I would prefer to do such things one at a time.
             | 
             | This seems like a very strange thing to say. I presume you
             | do text-based coding as well? Multiple cursors,
             | search/replace, bulk refactors and other semi-global
             | operations are a huge part of my normal workflow and I
             | can't quite fathom how visual coding would change the need
             | for that.
             | 
             | Regarding refactoring - I'm not sure what you describe
             | really is "refactoring".
        
               | spywaregorilla wrote:
               | I'm a data scientist day to day, which is a very
               | different feel from coding up game systems. The latter is
               | a lot more intricate and intertwined. The text coding I
               | do in c++ for unreal is probably more involved.
               | 
               | I can't say what you're saying resonates with me as
               | familiar. I've always been confused at why people ever
               | feel multiple cursors is useful if not just begging for
               | disaster. You can, for example, rename a property in a
               | blueprint class, and that will flow through to all
               | references to that property in other blueprints, if
               | that's closer to what you mean.
               | 
               | When I think about refactoring I think about taking some
               | logic and making it into a more reusable function; or
               | abstracting it into a shared component. I would say the
               | former is what I was saying, and the latter is more of a
               | capability offered by the engine than the tooling.
               | Reparenting classes to compatible alternative parents and
               | moving properties and logic to component classes is
               | relatively comfortable in my opinion.
        
           | andybak wrote:
           | This is an extremely good list of the potential issues with
           | most current node-based tools and Is be very keen to see a
           | detailed reply.
        
           | [deleted]
        
           | crustaceansoup wrote:
           | I've only been on medium-small teams, but I'll give it a
           | shot:
           | 
           | Merging is essentially as banned as we can make it; we use
           | Perforce, and set all .uasset files (Blueprints and other UE
           | assets) as Exclusive Checkout so only one person can edit
           | them at a time. This is recommended by Epic. When we do need
           | to merge things, it's mostly a manual process of opening the
           | Editor on two branches and duplicating all of the changes.
           | 
           | All of the refactoring-related questions, again, mostly
           | manual effort. There are some constructs that can help keep
           | things DRY which reduces the problem, like BP function and
           | macro libraries. You also get inheritance and interfaces. UE
           | also lets you redirect property, class, and function names to
           | new names using "Core Redirects"; you can do that and then
           | resave all packages to effect a bulk change.
           | 
           | Finding all references: Search All in UE will find a string
           | _anywhere_ ; that means in property details, BP function
           | calls, variable names, comments, anything. There's not
           | exactly a "find references" as you might expect from a normal
           | IDE though.
           | 
           | Really, the ultimate solution to dealing with these and the
           | general "visual scripting spaghetti" problem if they're on
           | the verge of becoming acute is to stop using Blueprint. We
           | try not to use Blueprint for any complicated systems. It's
           | nice for simple presentation-related things (e.g. "play x
           | sound when y happens"), or places where we want designers to
           | have some control for tuning or prototyping, but even for
           | something that seems "straight-forward" like GUI code it can
           | very easily end up spiraling out of control.
           | 
           | Blueprint also has a performance cost and it's hard to
           | profile. UE5 dropped UE4's main attempt to fix this with
           | "nativized" Blueprints, i.e. Blueprints that got compiled
           | into C++. There are ways to improve Blueprint performance,
           | but you really shouldn't even get yourself into a place where
           | you're leaning on it so heavily that you can even worry about
           | that.
        
             | yAak wrote:
             | Sounds very similar to the problems of using
             | XIBs/Storyboards in iOS dev. (aside from the perf. cost you
             | mention)
        
           | dbrueck wrote:
           | Earlier this year we completed a huge refactor that involved,
           | among other things, getting us almost 100% off blueprints
           | (now we use them just for little bits of presentation logic
           | in UIs).
           | 
           | BPs are amazing for discovering how to use the engine - they
           | provide a sort of guided exploration of things, especially
           | when you don't know what you don't know.
           | 
           | For us they really, really, really broke down when it came to
           | version control, multiple people working on the same BP, code
           | reuse, and refactoring. Arguably, at least some of this was
           | our fault - I think you're "supposed" to do the major coding
           | not in BP and then use BP mostly for really high level stuff,
           | and we didn't always do that.
           | 
           | Anyway, it's been wonderful not having those issues anymore.
           | Gone are the days of changing one thing and then git saying
           | that 100 files have uncommitted changes!
        
             | doctorpangloss wrote:
             | It's nice to hear from someone with real experience.
             | 
             | Blueprints clearly delivered negative ROI. In general they
             | probably do. This is the worst time to be advocating for
             | visual programming, considering the first truly
             | groundbreaking application of AI is going to be in writing
             | code.
             | 
             | The real question is, did C++ give you any real ROI either?
             | Probably not, it probably only got in the way compared to
             | the way Unity is architected.
             | 
             | > Gone are the days of changing one thing and then git
             | saying that 100 files have uncommitted changes!
             | 
             | You're using Unreal, but not with Perforce? Get back into
             | the time machine buddy!
             | 
             | People's expectations about this extremely clunky engine
             | are way too high.
        
               | bradleyishungry wrote:
               | Blueprints are extremely useful in prototyping at the
               | very least, not just in the initial stages of development
               | but for adding new systems. There is nothing wrong with
               | them and the idea that LLM's are going to replace
               | blueprints is ridiculous. Sure, you will be able to have
               | them write a block of collision code, but gamedev is one
               | of the most complicated fields in terms of having an
               | understanding of what your state is and what references
               | what.
               | 
               | LLM's can spit out code without understanding the
               | problem, but understanding the problem is 99% of gamedev
        
               | dbrueck wrote:
               | > The real question is, did C++ give you any real ROI
               | either?
               | 
               | We actually moved most of everything that was in BP (and
               | a good bit of what was in C++) to Python, so it addressed
               | all of our issues while also speeding up development and,
               | somewhat surprisingly, giving us a decent performance
               | boost too.
               | 
               | > You're using Unreal, but not with Perforce?
               | 
               | Yeah, definitely not going to use Perforce, haha - might
               | as well be using SourceSafe!
               | 
               | > People's expectations about this extremely clunky
               | engine are way too high.
               | 
               | Unreal absolutely does have its warts, an almost
               | overwhelming amount of complexity, and we've run into our
               | share of issues. Sometimes you're amazed at how quickly a
               | feature can be implemented, and then other times you
               | spend days on something you thought was going to be
               | trivial. We replaced the replication system with
               | something better suited to our needs, for example. That
               | said, on the whole we're pretty happy with Unreal (both
               | the renderer and the materials system are very
               | impressive).
        
             | exogen wrote:
             | Hey, I've been working on something I think is pretty cool
             | to address some of the shortcomings mentioned here. If
             | you're up for chatting about your experience and offering
             | some feedback, mind hitting my profile and shooting me an
             | email (on my homepage)?
        
         | johnnyanmac wrote:
         | >They make the engine API extremely discoverable.
         | 
         | yeah, because the UE documentation is absolutely horrid (and
         | it's not like Unity is better at this). I have lots of gripes,
         | but I think the meta issues involve how BPs cause so much
         | community knowledge about the c++ API to be buried. Absolutely
         | fatal if your game cares about performance.
         | 
         | >They are performant
         | 
         | They are performant... IF you know how to weave between them
         | and c++. Shame that courses don't really seem to emphasize that
         | and you simply hit that wall once you're working on a project.
        
         | pfisch wrote:
         | Blueprints have terrible performance. They just do. Even trying
         | to compile them into c++ doesn't work well.
         | 
         | Blueprints run at least 100x-1000x slower than equivalent c++.
         | 
         | This isn't even discussing working with multiple coders and
         | version control, which is also a disaster.
         | 
         | If you are making a simple game then they can work. If you
         | aren't then they are not great.
        
           | johnnyanmac wrote:
           | >Blueprints run at least 100x-1000x slower than equivalent
           | c++.
           | 
           | they are slower but unless you are doing literal math in the
           | blueprints this is a huge exaggeration... which is exactly
           | what one AAA game I worked on did. _sigh_. And they wondered
           | why we couldn 't hit 60fps (tho, that wasn't even the biggest
           | detractor to performance).
           | 
           | Now, BP's in general usage when you're not doing literally
           | everything in them is about 10x slower. But when you properly
           | use blueprints, you can mitigate this a lot. BP's in a large
           | project work best when you expose existing c++ code to BP and
           | make sure any designer code is piped through c++ first. The
           | main exception tends to be UI code, but UI is rarely a
           | performance bottleneck in large 3D games to begin with.
           | 
           | >This isn't even discussing working with multiple coders and
           | version control, which is also a disaster.
           | 
           | yup, that's my 2nd biggest gripe. Nothing worse than trying
           | to submit code and the BP you changed one node in is locked,
           | with the owner of the lock being out for the day.
        
         | brundolf wrote:
         | My hangup with blueprints has always just literally been: I'd
         | like to type them out with my keyboard instead of using a mouse
         | 
         | I wish they offered like a "Bluescript" language or something,
         | that just maps 1:1 with blueprints but lets you write them out
         | as code
        
           | andybak wrote:
           | I think lossless roundtripping with a textual representation
           | is essential if node-based tools want to escape the local
           | minima they all seem to get trapped in.
           | 
           | Either that or the ability to use 3rd party editors so
           | competion and innovation can happen in the same way it has
           | for textual code editors.
        
         | andersa wrote:
         | Blueprints are not performant, they are potentially the slowest
         | scripting language to ever be used in a significant way, worse
         | than python even. If you don't believe this, try implementing
         | some basic number crunching routines in pure blueprints and see
         | how long they take to execute. Though if you're just using them
         | to configure and glue together C++ classes, like most gameplay
         | code is doing, then it's usually fine.
         | 
         | Reading other people's blueprints and understanding them is
         | much harder than doing this with the equivalent code - having
         | to follow the wires everywhere is a nightmare with all visual
         | noise. I often jokingly call it a write-only language. Not to
         | mention the part where you must have compiled the project and
         | be running Unreal Editor with all the assets loaded to do this
         | in the first place.
         | 
         | And then you can't even properly diff or merge them without
         | using some special tool that doesn't properly integrate with
         | your version control and only works reliably half the time.
         | 
         | Blueprints are fantastic for familiarizing yourself with the
         | engine, since you can quickly discover all the things to do
         | from the context sensitive search. They're also great for
         | people to get started with their projects and prototyping.
         | They're not at all suited for production work in a large team.
         | 
         | I really wish Unreal Engine supported a proper scripting
         | language so the choice isn't between noisy node graphs hidden
         | in binary asset files and raw C++ code. People keep shooting
         | themselves in the foot with both of these.
        
           | johnnyanmac wrote:
           | >I really wish Unreal Engine supported a proper scripting
           | language so the choice isn't between noisy node graphs hidden
           | in binary asset files and raw C++ code. People keep shooting
           | themselves in the foot with both of these.
           | 
           | That's apparently what UE's new Scheme based language,
           | Verse[0], is aiming to do. But this is very new tech and
           | currently used in the Fortnite editor part of UE. It's not
           | quite something to use in the main engine yet.
           | 
           | [0]: https://dev.epicgames.com/documentation/en-
           | us/uefn/verse-lan...
        
             | brundolf wrote:
             | Oh I didn't know about this, this sounds great
             | 
             | Have they said explicitly that it has ambitions beyond
             | fortnite?
        
         | jarsin wrote:
         | Don't forget to use base classes in c++ though. It's massive
         | performance hit to cast to bp only classes. The base class will
         | help you move nasty bp stuff like complex calculations once you
         | run into them.
        
       | boppo1 wrote:
       | For any Unreal experts:
       | 
       | I'm an aspiring graphics/engine programmer. I don't really care
       | about making games, I'm more excited about improving the tools
       | available. My feet are wet enough with C++ that I think it would
       | be good to start digging around in/ modifying/ contributing
       | (likely merely attempting 'small' stuff like bugfixes) to the
       | Unreal codebase. I've been doing so lately with Blender's
       | codebase lately with some success, so large software isn't
       | _totally_ new to me. Blender is mostly C though, hence my
       | interest in seeing how things are done in Unreal.
       | 
       | Any tips/ resources/ advice/ quirks I should know that you can
       | share would be greatly appreciated!
        
         | johnnyanmac wrote:
         | If you were working in Blender, Godot may hit up your alley a
         | bit more as an open source community driven engine.
         | 
         | But wrt UE, it depends on if by "contributing" you mean "making
         | plugins" or "contributing to the codebase at large". From the
         | sound of things you want to do the latter. Unreal is "viewable
         | source" but you first need to sign up with an Epic Games
         | account: https://www.unrealengine.com/en-US/ue-on-github
         | 
         | From there, there are instructions on how to contribute (the
         | contribution documentation is actually on a public page:
         | https://docs.unrealengine.com/5.3/en-US/contributing-to-
         | the-...)
         | 
         | There is probably some official Unreal Engine community as well
         | (probably on the UE forums), so that can be a place to ask for
         | any specific pieces where devs need help. Best of luck.
        
       | gigatexal wrote:
       | But Unreal is doing the same nickel-and-diming though no?
        
         | starburst wrote:
         | They didn't retroactively changed the TOS of their engine so
         | that a game you made years ago means you now potentially
         | receive monthly invoices from Unity (and what about ridiculous
         | new fees they will think in the coming years).
         | 
         | If Unity would've said that now any games built using whatever
         | the most recent version of their engine is subject to a new TOS
         | that means a fees per installs it wouldn't have nearly
         | generated the amount of backlash it has received (no one is
         | going to use Unity for a future project regardless of the fact
         | that the fees per install is for the most majority a much
         | better deal than 5% revenue).
        
           | gigatexal wrote:
           | Yeah that too. My initial take is clearly wrong to link the
           | two of them. Shame Apple is partnering with Unity when Unreal
           | seems to be the more popular/better looking engine.
        
             | starburst wrote:
             | Yeah I wonder if that will impact their partnership they
             | have with their VisionOS...
        
         | dave_sullivan wrote:
         | 5% after your first million in game sales and only in quarters
         | when you sell at least $50k of product?
        
           | samspenc wrote:
           | Also, as other comments have pointed out, Epic makes most of
           | its money from Fortnite, their revenue from UE licensing fees
           | are tiny in comparison.
        
           | gigatexal wrote:
           | Yeah that seems far more reasonable never mind.
        
             | ffhhttt wrote:
             | Because it's predictable and and you can trust Epic to not
             | start pulling the rug from under you.
             | 
             | Even with the new pricing model Unity should still stay way
             | cheaper for anyone who make more than $2-3 per user.
        
       | zengid wrote:
       | wow, great resource even if you just like to know more about
       | both.
        
       | jarsin wrote:
       | That is until round 2 of Epic vs Apple. Where Apple officially
       | kicks the Unreal Runtime off it's store this time. [1]
       | 
       | Amazes me the short memory of the dev community. So many studios
       | and publishers could not take the risk of Unreal being kicked off
       | and had to switch to Unity.
       | 
       | Unity is still cheaper for vast majority of cases too.
       | 
       | [1] https://www.macrumors.com/2020/08/17/apple-terminate-epic-
       | de...
        
       | Pxtl wrote:
       | I can't help but be reminded of the people who jumped from
       | Twitter to Threads.
       | 
       | Ultimately, the recent wave of enshittifications of major
       | products - Unity, Twitter and Reddit off the top of my head -
       | It's a hard reminder that lock-in and governance matters.
       | Software is a long investment, so it's time to start thinking
       | very hard about how the software you use is run, and how much
       | control you have if it all goes sideways.
       | 
       | I realize that OSS options like Godot aren't really comparable,
       | but since Unreal's main competitor is Unity, it feels likely that
       | Unreal could do something similar since they don't have a
       | competitor keeping the pressure on about price anymore.
        
         | ainiriand wrote:
         | Do not fool yourself here, Unreal's main competitor was never
         | Unity, it was the different myriad of proprietary engines that
         | exist in powerful studios, there is were the millions are.
         | 
         | Unity could never get into that piece of business and Unreal
         | Engine is barely scratching it.
        
           | Pxtl wrote:
           | Yes, but Unity targeted the Indie market with "free for small
           | unsuccessful projects and we take a small cut of sales if it
           | takes off" first and then Unreal jumped into that market.
           | 
           | While Unreal entered that market from the opposite direction
           | (offering a proper, supported high-end gaming engine to
           | replace in-house engines of AAA gaming companies) they both
           | converged into the same market when it came to selling to
           | small players.
        
           | karim79 wrote:
           | That was always the impression I had, engines such as id tech
           | X, Frostbite, Fox Engine, etc, in my view are some examples
           | of more "direct" competition.
        
         | Ekaros wrote:
         | Also the models these companies pull are so weird, tone-deaf
         | and impenetrable that it boggles mind. But maybe that is point.
         | 
         | Like Unity pricing model. And then Hashicorp and what ever does
         | competing product or offering mean...
        
         | stuckinhell wrote:
         | Game development is a very different space due to the extreme
         | amount of middleware used and the fact porting between engines
         | has been done since the 90's.
        
         | babypuncher wrote:
         | Twitter usage is down 30% and probably still declining, so I
         | wouldn't say their enshittification saw no consequences.
         | 
         | When something has momentum it takes a lot to slow it down, but
         | that does not mean doing so is impossible.
         | 
         | Unity is a different case though. Unity is retroactively
         | applying these new terms to existing licensees, even if their
         | game already shipped years ago. Unlike Twitter, they are
         | directly hitting their customers wallets in a very nasty way.
         | And unlike Twitter, Unity isn't the only well established
         | player in its market. Already in-development projects might not
         | switch, but this is sure to give studios pause when evaluating
         | potential stacks for future games.
        
       | hypeatei wrote:
       | Unity never seemed like a good engine. It's CPU bound which is
       | extremely aggravating for a _GAME_ engine.
       | 
       | A popular game made with Unity, called Rust, always gets a lot of
       | shit from players because GPUs don't do anything except give a
       | couple FPS. I'd be glad to see Unity die with these pricing
       | changes.
        
         | kibwen wrote:
         | Quoting a post from the lead dev of Rust-the-game entitled
         | "Unity can get fucked": https://garry.net/posts/unity-can-get-
         | fucked
         | 
         |  _" Let me be clear.. the cost isn't a big issue to us. If
         | everything worked out, the tracking was flawless and it was 10p
         | per sale, no biggy really. If that's what it costs, then that's
         | what it costs. But that's not why we're furious. It hurts
         | because we didn't agree to this. We used the engine because you
         | pay up front and then ship your product. We weren't told this
         | was going to happen. We weren't warned. We weren't consulted.
         | We have spent 10 years making Rust on Unity's engine. We've
         | paid them every year. And now they changed the rules. [...]
         | Let's not make the same mistake again, Rust 2 definitely won't
         | be a Unity game."_
        
         | andersa wrote:
         | Unreal is similar. All of the gameplay code runs on a single
         | thread. The game framework tricks you into building slow OOP
         | stuff by default with far too much pointer chasing. You can
         | easily make an Unreal project that performs worse than the
         | equivalent Unity project. In fact, many do!
         | 
         | It takes effort to release a well performing game using either
         | engine if you have a non-trivial amount of "stuff" going on.
         | Luckily Unreal comes with fairly advanced profiling tools so
         | you can find where the problems are.
        
         | bluescrn wrote:
         | C# support is/was its killer feature. Game dev without the pain
         | of C++, and without being limited to non-standard scripting
         | languages (or worse, visual scripting spaghetti)
         | 
         | With Unity, you can use C# for everything, from the simplest
         | 'spin this object around' script to customised rendering
         | pipelines and complex in-editor tools.
         | 
         | Performance was clearly good enough for the engine to become
         | wildly successful, particularly amongst indie/mobile developers
         | making smaller games, and experienced users learn to avoid the
         | main performance pitfalls.
        
       | pjmlp wrote:
       | Get ready to throw away everything that was written in C# to
       | start with.
        
         | zerr wrote:
         | Or move to Godot/C#.
        
           | pjmlp wrote:
           | Doesn't do game consoles.
        
             | madacol wrote:
             | GODOT developers are trying to do it via
             | https://w4games.com/. But not sure if it's ready
        
               | pjmlp wrote:
               | C++ part, not AOT compilation for .NET.
        
         | starburst wrote:
         | Technically there is UnrealCLR, so if you made a game with
         | mostly Unity-agnostics code it's possible to keep a bunch of
         | it.
         | 
         | One of my game is multiplayer, the whole gameplay code is
         | completely Unity-agnostics to run server-side without any Unity
         | code.
        
           | pjmlp wrote:
           | Which is a proof of concept and doesn't do mobiles, game
           | consoles and VR/AR headsets, mostly useless.
        
             | starburst wrote:
             | Very true, for now, but the amount of tools / libraries /
             | projects that will spawn / funded / contributions to move
             | projects out of Unity is gonna make that more realistic
             | eventually.
        
               | pjmlp wrote:
               | I seriously doubt it, as it requires embracing the game
               | development culture that most FOSS folks are against to,
               | and most commercial engines rather stay with compiled
               | languages instead of having a R&D department in
               | compilers.
        
       | jaimehrubiks wrote:
       | > It's free until you make a million bucks USD, and only after
       | that is it 5% gross, and only in quarters where you made more
       | than $10,000 USD. So most folks never end up paying anything.
       | There are no subscription fees or anything. To clarify, if you
       | make a million bucks, and then one dollar, you only owe them five
       | cents.
       | 
       | It sounds very fair to me, what are the general thoughts here?
        
         | r053bud wrote:
         | It's fair until they change it without warning. It's not a
         | matter of if, it's a matter of when. I love Unreal, but I know
         | it's coming.
        
           | throw16180339 wrote:
           | Epic is a highly profitable private company controlled by the
           | founder. They have no incentive to mess with a business model
           | that works; their margins are higher than Unity.
           | 
           | Unity has over 3x as many employees as Epic, much lower
           | margins, is publicly traded, and they've been losing money
           | hand over fist. Everything is subject to change until they
           | make money, shut down, or are acquired.
        
         | beanaroo wrote:
         | What happens when your business has a portfolio of
         | products/services over multiple departments, spanning various
         | platforms, and only one consumer mobile app uses Unity for an
         | augmented reality component that's not a core offering (premium
         | feature)?
         | 
         | Should Unity still be entitled to the same cut?
        
           | ricardobeat wrote:
           | Those are the Unreal fees, not Unity.
           | 
           | But to answer your question, they are royalties on top of
           | that one mobile app, not your entire revenue. If you
           | distribute it for free, you might pay no royalties; if it
           | somehow is tightly related to your main revenue-generating
           | product then you'd sign a custom licensing agreement with
           | them.
        
         | owenpalmer wrote:
         | I'm surprised they can sustain such low pricing
        
           | csdreamer7 wrote:
           | Take a quick look at how much fortnite is making per day in
           | 2018.
           | 
           | https://www.cinemablend.com/games/2454545/the-insane-
           | amount-...
        
           | danudey wrote:
           | The arrival of Fortnite Money has meant that Epic can afford
           | to spend a lot more and charge a lot less for everything they
           | do. They opened a studio in Vancouver and started hiring
           | whoever they wanted from other companies, e.g. The Coalition,
           | with starting salaries that made jumping ship a no-brainer
           | for the engineers they were picking up.
           | 
           | For Unreal, I think it fundamentally comes down to:
           | 
           | 1. We want to be the biggest and best game engine out there
           | 
           | 2. We want everyone to use our technology if at all possible
           | 
           | 3. The vast majority of our money is going to come from the
           | top 1% of the huge players in game dev (CD Projekt Red, The
           | Coalition) and not from anyone else
           | 
           | 4. The more people who use Unreal to make games, the more
           | Unreal devs there are in the world, and the more Unreal devs
           | there, the more likely those huge companies (or potentially
           | blockbuster indies) are to choose Unreal for their projects
           | because talent is readily available (see point #3)
           | 
           |  _Edit_ : Per their court case with Apple:
           | 
           | https://www.theverge.com/2021/5/3/22417447/fortnite-
           | revenue-...
           | 
           | They made over $5bn in _profit_ from 2018 to 2019 from
           | Fortnite, and $5.1bn in revenue in 2020.
        
             | NetOpWibby wrote:
             | I spend money on Fortnite roughly every month. Extrapolate
             | that to an insane amount of players and it's not hard to
             | see that they're in an excellent position.
             | 
             | Creator payouts from building games and experiences within
             | Fortnite builds loyalty and encourages further development
             | from kids going, "Ooh, I have an idea for something."
             | 
             | It's incredible.
        
           | PeterisP wrote:
           | Just as in game microtransactions, it doesn't matter how much
           | or little the median person is paying, because all the profit
           | is in the minority of very big payers / 'whales', so you
           | optimize the payment structure of the small payments to
           | ensure that they don't prevent you from capturing the whales.
           | 
           | If your game doesn't earn a million dollars, it doesn't
           | matter to Epic, because all those (many!) tiny games in total
           | don't earn enough that even a much higher pricing would move
           | the needle.
           | 
           | However, if the low-end pricing structure means that one more
           | (or one less) blockbuster chooses this engine, that makes all
           | the difference, because they are going to pay the full rate
           | out of the billion dollars they earn.
        
           | ffhhttt wrote:
           | Technically if your game is not F2P Unity will still be much
           | if your revenue i a couple if millions (even with their
           | bizarre and convoluted per install pricing).
           | 
           | Also I don't think they have that many people working on the
           | engine (they have less than half the employee count of Unity)
           | and it's probably subsidized by Fortnite revenue to some
           | extent.
        
             | corysama wrote:
             | Games that expect a large revenue are expected to negotiate
             | a custom contract with Epic. That has been their practice
             | going back to Unreal Engine 1.
        
               | johnnyanmac wrote:
               | in that regard I'm sure they will do the same with Unity.
               | But Unity for the little guys that just a _little bit too
               | big_ suffer the most in this deal. At least Epic handles
               | that edge case by letting those edge case devs keep the
               | first million.
        
           | readyplayernull wrote:
           | That's mostly a contribution fee, game engines don't make a
           | lot of money from their software, in their case the real
           | revenue comes from Fortnite.
        
           | nottorp wrote:
           | They're financed by blood diamonds. I.e. tencent making their
           | initial funds from gacha on the Asian market and now trying
           | to buy legitmity with it.
        
             | johnnyanmac wrote:
             | Tencent purchased a stake in Epic in 2012, years before the
             | f2p mobile market took off.
             | 
             | Tencent isn't just a mobile game company, they are
             | basiaclly Chinese Microsoft for how many parts of the
             | industry they are entwined in in their home country.
        
           | brucethemoose2 wrote:
           | The side benefits are enormous. Its not like Unity where
           | Unity fees are _the_ bread and butter for the company.
        
             | WeylandYutani wrote:
             | And with respect for indie games the vast majority of them
             | barely make money.
             | 
             | Unity was trying to squeeze water from a rock.
        
               | brucethemoose2 wrote:
               | Unity makes its money from mobile gaming, and that is a
               | juicy rock to squeeze.
        
           | [deleted]
        
           | Ekaros wrote:
           | Just remember how many AAA or big name titles use Unreal as
           | engine. Those can sell millions of copies at 60 per copy. And
           | even if they have much better rate it is still probably half
           | a million to millions a game.
        
             | danudey wrote:
             | Epic made more than $5bn in _profit_ from 2018 to 2019,
             | according to documentation from Epic 's court case with
             | Apple, and $5.1bn in revenue in 2020.
             | 
             | https://www.theverge.com/2021/5/3/22417447/fortnite-
             | revenue-...
             | 
             | With numbers like that, collecting a half-million dollars
             | from even ten blockbuster games per year is probably not
             | even worth the time and energy it would take; that would be
             | 0.1% of their revenue, which, relatively speaking, is
             | basically nothing. That whole business wouldn't even show
             | up on the balance sheet.
        
               | ffhhttt wrote:
               | Isn't most of that from Fortnite and not the engine
               | business?
        
               | enragedcacti wrote:
               | > collecting a half-million dollars from even ten
               | blockbuster games per year
               | 
               | I don't think that's in the right ballpark. PUBG has
               | generated about $15 billion in revenue over 6 years or
               | $125 million per year in revenue for Epic.
               | 
               | Jedi: Fallen Order sold 10 million copies at full price
               | in its first four months, netting Epic ~$20 million.
               | 
               | Even an indie game like Stray netted Epic ~$2 million in
               | one month of Steam sales.
               | 
               | https://vgsales.fandom.com/wiki/PUBG
               | 
               | https://en.wikipedia.org/wiki/Star_Wars_Jedi:_Fallen_Orde
               | r#S...
               | 
               | https://www.gamesensor.info/news/stray
               | 
               | * assuming all these devs have the standard 5% deal and
               | chopping 30% off for marketplace fees where only
               | sales*price data was available
        
               | akhosravian wrote:
               | FWIW basically no established game developer is using the
               | standard terms epic provides. If you're in a situation
               | where you have a high degree of confidence you will owe
               | Epic money it is worth reaching out in advance.
        
               | johnnyanmac wrote:
               | True, but I also imagine that Epic isn't bargaining down
               | the rev share too low. Or, companies are fine paying 8 or
               | even 9 figures upfront in anticipation of such success in
               | a custom contract.
               | 
               | I can't imagine it being chump change.
        
       | amiga386 wrote:
       | This may well be marketing, but it's good marketing. It leads
       | with being open and honest that not everything is great with
       | Unreal or Epic either. That's much more convincing than something
       | which claims to be sunshine and rainbows.
        
       | koromak wrote:
       | for really small teams, does godot make more sense? I've always
       | heard Unreal is too much to chew on
        
         | johnnyanmac wrote:
         | for 2D or simple 3D games, sure. Godot should be able to do
         | enough to enable a small team to launch a game. You just have
         | to keep in mind that console support won't be as robust and
         | smooth as UE.
        
       | crustaceansoup wrote:
       | Some disagreements based on my experience working with UE for the
       | past 11 odd years. Mind if this all sounds negative that I really
       | like working in the engine and would recommend it for most game
       | projects. I just think you should be aware of what you're getting
       | into.
       | 
       | > Unreal and Unity are not game engines in the same sense.
       | 
       | This is mostly a true description, but
       | 
       | > It's the same way with Unreal, except you're not getting
       | "whatever Epic ended up with when making Gears of War"
       | 
       | No, a lot of what you're getting _is_ "whatever Epic ended up
       | with when making UT, Gears of War, Paragon, and Fortnite". You
       | can very much feel their previous games in it. This is good and
       | bad; good in that the tools you need to ship a real game are all
       | there and the engine is actually battle-tested; bad in that the
       | tools you need to ship a game that doesn't fit that mold might
       | not be and there could be a lot of _stuff_ that will get in your
       | way if you decide the Epic Way doesn 't suit your project.
       | UE4/5's adoption does help a lot, things were rougher earlier in
       | UE4 and in the UE3 days.
       | 
       | > Porting to consoles isn't an outsource job here.
       | 
       | Nah, we needed help to ship Chivalry 2 on console and WinGDK.
       | Many smaller teams do outsource or contract for assistance. It
       | was months of multiple programmers and tech artists, it really
       | wasn't one person x one week.
       | 
       | > Upgrading to the latest version is not a big deal.
       | 
       | If you're a tiny, Blueprint-only indie / side project I guess
       | this is probably true. It takes us weeks though.
       | 
       | > Unreal introduces new systems carefully.
       | 
       | We and other teams I've talked to had a policy of waiting for the
       | first hotfix revision of a major UE4 update before attempting an
       | upgrade, though.
       | 
       | > I heard Blueprint sucks!
       | 
       | See my comment https://news.ycombinator.com/item?id=37512356
       | 
       | > I heard Unreal is geared towards first person shooters and it's
       | a struggle to make something in my genre!
       | 
       | As above I don't totally buy the rebuttal. If you're doing
       | something way out of left field you _can_ do it in UE, you might
       | have to bypass a lot of Epic 's way of doing things though.
       | 
       | > What if I don't want fancy graphical bells and whistles? What
       | if I'm not making something in a realistic style?
       | 
       | I've not worked on VR or mobile but I've _heard_ that Unity
       | scales down better. Some of UE5 's nice stuff (nanite, lumen)
       | also doesn't scale down well.
        
       | hnthrowaway0315 wrote:
       | I'm curiously to see whether a big player switches side. Likely
       | not as all big players were probably consulted.
        
         | mediaman wrote:
         | I get the impression that Unity did not do a lot of homework
         | before rolling this out. Several aspects of the policy they've
         | waffled on, and when asked about who would pay the fee for
         | GamePass games, they said the distributor would, but it appears
         | the distributors were not consulted on this.
         | 
         | Not to say they didn't consult with the major Unity players,
         | but it seems plausible that they didn't based on the
         | carelessness of the rest of the rollout.
        
         | Ekaros wrote:
         | Big big players probably don't care the Pro and Enterprise tier
         | isn't too horrid. Or they have negotiate their own deals. For
         | them 0.01 per install is probably magnitudes less than they pay
         | on advertising per player.
        
           | ffhhttt wrote:
           | > re the Pro and Enterprise tier isn't too horrid.
           | 
           | Technically you couldn't even use Personal or Plus if you
           | made over 200k a year. It doesn't really make much sense to
           | stay on the personal tier now anyway, as long as you manage
           | to make at least over $10k per developer in a year.
        
       | somenameforme wrote:
       | A course that finally made Unreal "click" for me, after years of
       | toying with it, was Tom Looman's 'Professional Game Development
       | in C++ and Unreal Engine' course. The source for what you build
       | (with the chapters available in the git history) is here. [1] It
       | was based on a class he taught and so also includes homework,
       | which I found infinitely more valuable than just following along
       | in a 'Here's how to [x].' type lesson.
       | 
       | [1] - https://github.com/tomlooman/ActionRoguelike
        
         | compacct27 wrote:
         | I agree, that course was fantastic. Unreal C++ was way less
         | intimidating after.
        
       | [deleted]
        
       | bastardoperator wrote:
       | Or you can wait for Source 2 which is rumored to be dropping on
       | September 23rd with CS:2
        
         | tapoxi wrote:
         | Source 2 has been out since 2015, with tooling, but so far I
         | think the only third-party licensee is S&ndbox. It's not so
         | much a modern game creation platform as it is a collection of
         | Valve's internal tools.
         | 
         | Also from a technology standpoint it is miles behind Unreal
         | Engine.
        
           | sosodev wrote:
           | It seems a goal of S&box is to allow more developers to ship
           | games that are built using Source 2. I'm curious if we'll see
           | much of that in the future.
        
         | babypuncher wrote:
         | I'm not convinced Valve is all that interested in pushing
         | Source 2 as an alternative to Unreal or Unity, and their
         | organizational structure would probably make them a pain to
         | work with.
        
           | ThatPlayer wrote:
           | I think they did when they first announced it, and that it
           | was going to be free (like Unreal/Unity). But that was also
           | in 2015 and we've seen no public release of that since.
        
       | ryanwaggoner wrote:
       | I have no personal interest in this topic, but I like this site
       | and the way the FAQs are organized. I'd love to have this for
       | more topics.
        
       | Nexxxeh wrote:
       | Did Unity have the same reputation for shader cache compilation
       | stutter on PC as UE4 games do?
        
         | sovietmudkipz wrote:
         | Tell me more. I've recently (past two weeks) gotten more into
         | shaders and I'd like to hear more about this story. What was
         | the shader cache compilation stutter?
        
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