Unreal Engine 4.7 Released
unrealengine.com
unrealengine.com
I guess UE doesn't really target small games? When I think of Unreal Engine I think of AAA FPS Games with amazing graphics, but has anyone actually used it for small indie games?
Also nice to see it's opensource, I guess I read the news a couple of months ago but I forgot. I had no idea.
(I don’t want to sound like I agree with Stallman. I’m just trying to clarify definitions.)
To be fair, this is a term invented by Microsoft and only used by them, but I think it's accurate.
As you describe it, Unreal Engine is open source.
Free Software = source is available and free as in beer and copylefted (you must also release your derivatives as free software). Examples: gcc, mysql, linux, gnome, gimp
Unreal is neither of these. It's not free as in beer nor copylefted. It's just that if you are allowed to use the source if you license the engine.
Open source software does not necessitate any price requirements, but rights to redistribution, modification and running for any purpose without restriction. The definition you gave - "source is available and free as in beer" can still very well apply to proprietary software, if redistribution is forbidden. There actually is such a thing, it's called "shared source" by Microsoft.
Free software is any software that satisfies the four essential freedoms [1], of which being copyleft is absolutely not required in any way.
For all practical purposes, OSI and FSF standards are equivalent. They differ in that the former is more oriented toward pragmatics and business, whereas the latter toward ethics and philosophy. As a result, the FSF tends to encourage copyleft more than the OSI do, but they do not necessitate it by any means.
Open source doesn't depend on whether you pay for it.
Exactly. Literally the only difference now is that UE4 is much, much cheaper.
[1]: http://www.antichamber-game.com/
[2]: https://www.youtube.com/user/RockLeeSmile/search?query=unrea...
> HTML5 platform + WebGL is ready to use -- run your game in a compatible browser with a single click!
"Windows is currently required for HTML5 support. We’re working on Mac for an upcoming release."
I really wish there was more comprehensive documentation relating to UE4's limitations in a WebGL context. For example, lighting, shading, post-process effects, anti-aliasing, how they all behave relative to a full-featured desktop environment. The same thing for mobile compile targets wouldn't be a bad idea, either.
Also, it seems some otherwise popular third party plugins aren't supported in UE4 WebGL projects:
https://forums.coherent-labs.com/index.php?topic=691.0
I understand Coherent's reasoning, but I imagine developers who built their UE4 projects with Coherent UI aren't very happy that their prospects of easily compiling to WebGL are non-existent due to the total headache involved. Plus, webkit.js for UE4 would be really cool, and that's essentially what CUI running in a UE4 web-exported context would be.
Despite all this I'm really happy for this release, and ultimately it's a huge step in the right direction.
Surprisingly enough, there isn't even an official supported build of Firefox 64-bit for Windows. Coupled with the Chrome issue you mentioned, I'll bet that at least 80% of users out there aren't using a 64-bit browser.
Oh well.
There shouldn't be any. asm.js is actually a 32-bit target (probably by sheer coincidence since JS only has 32-bit integers).
https://forums.unrealengine.com/showthread.php?48463-HTML5-C...
>5. My Game doesn't run.
That section outlines the memory concerns that I failed to articulate earlier.
Assuming it's still true, then it seems half a gigabyte is the upper bound. This would then preclude precomputed lighting in most cases, but it seems like a moot point since you'd have to send the (baked) textures over the network anyways.
---
As an aside to my earlier questions about rendering (past the edit window on my other post):
>HTML5 builds uses the Mobile OpenGL ES 2 rendering code path and use WebGL internally and should be at feature parity with Android/IOS as a thumb rule.
Given that, the following seems to give a good idea of what the WebGL compile target is capable of as far as rendering features:
https://docs.unrealengine.com/latest/INT/Platforms/Mobile/in...
I'd say there still remains some ambiguity in certain areas, though. While mobile and WebGL compile targets both share the OpenGL ES 2.0 limitation, mobile seems far more performance-bound and that appears to influence its feature set accordingly.
It would be good to know what the minimum size is. If all you want to do is put a cube on the screen how large is the JavaScript blob you have to download?
Then, most games have tens or hundreds of megs of data. Does Unreal do anything to help this? An ideal HTML5/WebGL game engine would have many of the features of flash letting the game start with a minimal amount of data and downloading the rest in the background and/or on demand.
I know of no WebGL game engine that handles that in any graceful and developer friendly way though I'm sure it will come at some point.
On top of that you need to deal with where the user is coming from. Are they on a phone or tablet with only touch controls? A slow desktop? A fast desktop? Do you handle both mouse and touchpad?
I've seen almost no games handle these issues. Almost all assume you're on a desktop with a mouse which might be true for gamers but is not true for most people browsing the web (mobile or desktop).
For mobile you could check and tell them to download the app.
Does Unreal deal with any of these issues in a dev and user friendly way?
Until then though most Unreal->WebGL or Unity->WebGL apps will probably have relatively poor user experiences.
I'm still torn between the two tools, they're both fantastic for different reasons, but if Unity 5 can't fix their editor then I think I'll have to jump ship just out of necessity.
http://forum.unity3d.com/threads/how-to-change-font-size-in-...
The thread has a recent answer down the bottom.
It amazes me how this has seemingly been such a low priority item for the Unity Editor team for so long. This is a tool that people are expected to live in for an extended amount of time. This problem needs more widespread recognition than it's getting.
The absence of a fix is frustrating but not in and of itself - I know what it's like to have an old codebase and the massive job that it can be to retro-fit a feature like that. I just wish that Unity had given some proper statement on it over the last few years. The editor is the face of their product - you're expected to spend a great deal of time in the tool. This _has_ been a frequent complaint (just Google 'increase Unity editor font size' for example).
I just wish there had been one statement as in "we know it's an issue, this is what we're going to do to fix it / this is why we want to fix it but can't right now". It's an issue that plenty of people seem to be having - I mean, anyone who owns a high-DPI display is going to run into it and there are many threads on the forum about that kind of thing.
I'm glad at least to see that they've started working on it. I hope it makes it into the 5.x cycle.
Wikipedia has a list of a lot of titles either out or in development: https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games#Un...
https://answers.unrealengine.com/questions/15056/need-some-c...
http://unity3d.com/unity/licenses
I can learn from crippled free version, but eventually I'll be running into things stating "you need the pro version features for this, this, and that".
With UE4, $19 got me full engine to mess around with.
There is also a free 30-day trial. That should be long enough for you to realize if you want it or not.
The free version contains nearly everything you could ever realistically want to do. And some of the "pro" features can easily be written into the engine manually. The only hard and fast licensing requirement is the sub-100k revenue requirement. Up until then, Unity is about as free as it gets.
Except publish to something other than desktop windows - or has that changed?
Major restrictions are no render to texture and a Unity splash screen on the app boot.
I suspect html5 will be supported in free Unity 5.0 (it is in the pro version currently in beta).
This wasn't obvious from their site.
We can't find a robust (UE/Unity level) mobile 3D Engine that is not scene based or just built for level based games.
OpenGL is what we are using but we would like something more powerful.
Traditional game engines want you to build levels/scenes inside of their editors like Unity, as opposed to being an open engine that you can feed in real time from a separate library.
So yes, AR is based on the scene you are "shooting" at the time, but not the same way that game engines are built to be generally static at the time of loading.
That being said, it is really easy to use. The asset pipeline is great and artists learn to use it very fast. It works really well for small teams.
My recommendation is that you should consider it if you are not planning to make a very performance intensive game.
Edit: The cloud-right div covers the top three quarters of the video player.
Regarding Unity vs. Unreal, it looks to me like Unity is better for targeting mobile devices, at least if you're planning to deploy this year. Last time I played Tappy Chicken, it devastates my batter and makes my phone hot enough to cook on. Unreal has amazing advantages for the desktop, but it doesn't look to me to be a good way to make mobile games.
If I'm wrong about this, someone please tell me, because I'd rather use Unreal, but I need to deploy mobile, so I'm using Unity.
Isn't that also a big selling feature of Unreal 4?...
> and the ability to publish to just about anything
Likewise with Unreal 4, except that they have a flat-rate for platforms, instead of expensive add-ons to support more platforms. (and no browser plugins required!)
I'm sure you unity devs will laugh at this but in general Unity is designed to not crash. It's an app. Its document is a game. Unreal on the other hand is a game that assumes you have no bugs. By that I mean being a game it assumes the end goal is shipping code. It's not designed to be an editor so it not designed around being stable. It's designed around game code not editor code. If you want to edit code live requires you to use XCode or Visual Studio. If you make a mistake the game crashes taking down the editor (since that's running in the game) and everything with it.
I have licenses to both Unity and Unreal and have personally shipped 17 commercial games and written their engines from C64 all the way through 360/PS3. It's not like I have no clue
And yes you can downvote this shit too but gees. Nothing I said above is false. Post some counter facts if you disagree.
You need to build unreal from source for it to work(!), and their doco refers to UE 4.4 .....
KSP's performance is probably bound by a physics system that is abnormally complex for games. Unity's version of PhysX is based on an older, slower version. Unity 5 brings that up to date so if Squad decide to continue development on 5 there should be some improvements straight away. Unreal uses the same physics middleware out of the box.