C++ vs2013

Im running vs 2013 I already have the physx sdk ,fbx sdk. Im going cross platform with Opengl I have 3dsmax. I am used to old school and really do not wish to use the editor. I am however interested in trying out this engine. I started the engine just a default myproject. It opened my vs2013. I see all kinds of c# files and i prefer to go with pure c++ 11,opengl 4. On git the source is loaded with c#. My question is, is there a way to import to vs2013 without all the c# and the overhead i only need a basic engine in c++

Thank you in advance for your help.

The C# is for Unreals Build Tools and friends. Think of them as Makefiles. FYI, it’s the UBTs doing all the work and VS is just a code editor.

Not sure how far you can get trying to use UE as a graphics library to create your own engine. Maybe try WebGL if you don’t want to branch out.

I already have a engine rendering in opengl no problem a client server app. was hoping this engine would save me some work. There is just so much work. My engine handles transforms, camera, shaders, all with opengl. It uses physx and boost for client server.I guess its just not worth the learning curve to use the unreal engine. By time i learn all this mine will be done. It looks like its very nice for those that dont have the resources or experince (or time) to do the hard way.

Let me speak on this for a moment since I have some experience here… There’s absolutely nothing glorious about building your own game by writing an engine yourself and doing it “the hard way”. It’s not just “the hard way”, it’s the stupid way. Your end users couldn’t care less about the sophisticated backend tech you had to use to build a game, they care about game play, content and polish (A valuable lesson I learned in university after being defeated in a game jam).

I wrote my own engine in C# using XNA. It worked well enough, doing all the things yours probably does as well. I started building a game in my own engine. My game design required that I keep adding something my engine didn’t support. There goes another few days trying to add in that implementation… I gradually came to see the writing on the wall: If every time I needed an engine feature which my engine didn’t have, I’d have to build it myself and it would cost me a few extra precious days – if not weeks or months – of extra development time. Whatever feature I implement would be workable, but not excellent, bullet proof, or rigorously tested. I mean, will my net code ever be as well architected as the code written by a dedicated team with a legacy of 20+ years of engineering experience? Probably not… Do I really want to write that code? Not if I can avoid it.

Building your own engine is a trap. It’s falling into the “Not Invented Here” syndrome. Unless you’re on an engine team, inventing new IP/Tech, or doing it for pure academic purposes, you’re wasting time you could be using to build a game instead. This is what I realized. So I researched engines and decided on UE4. It’s hard to give up a project I worked on passionately for over a year in lieu of a better tool, but I bit the bullet and did it. Now I look back and pat myself on the back for not being a victim of escalated commitment. Think of it in terms of costs: How much time will you save if adding a new feature to your game only costs you five minutes to learn how it works instead of spending five weeks creating a crappy version yourself (every first iteration is crappy, and unless you’re John Carmack, it doesn’t matter how good of a coder you are). How easy will it be to bring other team members onto the team and get them productive as fast as possible in a self-sufficient capacity? I work with an artist and I really don’t want to have to write HLSL shaders from scratch every time he wants to create a material or visual effect. What a time drain that would be, right? And a waste of resources and man power. What if you could spend those five weeks building a better game instead of adding in common boiler plate engine features?

Unless you want to get into the game engine business, I don’t see any sufficiently compelling and convincing reason to create your own game engine. I’ll more than happily give Epic my 5% royalty since they’re helping me ship a high quality, stable game, with cross platform support, in a much shorter development cycle.

Your opinion is noted and i am in no way putting this engine down. I will play with it a little here and there. My present project how ever i have all ready written a lot of code. There is nothing wrong with someone choosing to write there own code. It may take longer but if you follow thru the worst that will happen is you will learn a lot.

Just want to note, in my opinion its also just impossible for one mere human to reach the level of development f.e. UE4 provides, and has been impossible for several years now. I don’t know how many manyears are in it, but Id guess, hundreds.

That’s why it so great they do provide access to it. Then even free now.