[=savagebeasty;494114]
certainly no raging fan boy, Cryengine is a dog. It’s the engine I started out on, loved the level editing tools and landscapes but trying to do anything useful on it is a waste of time.
Cryengine is like an EA game, seems amazing for the first 5 minutes, the more you use it the more you come to loathe everything about it. Especially Cry-…
One example for you, ragdoll physics. Good luck being able to do anything with a model once it’s gone into a ragdoll state, once it comes to rest you can’t affect it anymore…because of German law…unless you want to change the source code which was impossible without a million pound licence back then.
All those little irritating blockers soon add up till it becomes pointless to carry on using it.
Actually the thing that put the nail in the coffin for me, changing the damage value of the melee attack would cause the game to crash when you hit another skeletal mesh…
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Unreal is also full of those little blockers.
But instead i call them “kicking contest with a horse”, its impossible to win. You go around one you get kick from another side.
This stuff is probably impossible to avoid in any complicated software. Moment you try to do something that devs did not design code for, you are into lots of pain.
Best example of this in unreal is UMG, try to use it with multitouch input, or try to make simple “fire” button that registers if you pressed it, does not get stuck when you slide finger outside area, etc. Or when you slide in one finger and slide out another. UMG (i suspect this) was made for mouse interface, realy goes “Whut?!” when you have more than single pointer.
And competition is good, look at microsoft what they do in areas where they do not have competition.