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Just now Epic enable C# Mono in the UE4.
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lol… lies… for a second you made me interested in UE4 again, if only it were true
back to Unity for me.
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Just now Epic enable C# Mono in the UE4.
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lol… lies… for a second you made me interested in UE4 again, if only it were true
back to Unity for me.
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lol… lies… for a second you made me interested in UE4 again, if only it were true
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Coding is really not my thing… Is there really such a difference between C++ and C# ? From what i have read the only difference is that c++ is like more complex ?
oooooo. Downloading to make pretties outdoors
edit:
eh internal server error
[=JimPhoenix;494529]
IMHO; after some tries & cries (cry is everywherem you see =) with Amazon’s LY (based on CRYENGINE ~3.8, maybe), i don’ wanna touch it, not to learn it… ; )
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Bruh its kinda the same thing we just finished discussing on a fb group lol
[=Adik;494646]
Coding is really not my thing… Is there really such a difference between C++ and C# ? From what i have read the only difference is that c++ is like more complex ?
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Unless you speak of C++ interpreter, managed C++, the difference is vast!
With C#, you do not have to think about memory management, garbage collector will do it for you. Also you do not have to think about underlying hardware and OS as they are abstracted out. C# is purely object oriented. You do not have to think about
translation units, encapsulation based on translation units, compilation complexities. You purely just write logic and it works! This is what should have always been for gameplay programming. When there is something very performance critical, you can always C++ that away.
The drawback is performance. Depending upon the runtime and technology used for C#, speed may be slower in C# than in C++. That is the tradeoff for productivity and pointer-reference-const-cast-etc oriented bug fix. C++ is very powerful but it tend to make the code creeping with bugs. For example:
That being said, I would code in Asm/C/C++ when it is something engine related and would code in Java/C# when it is gameplay related.
What kind of FB Group?
[=KillingWord;494228]
wondering what any of these engines have to offer that unreal does not.
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Full realtime rendering in CryEngine is still higher quality and faster than it is in Unreal.
From minor things, there are more build in IK options in CryEngine (for grabbing things, foot ik, ladder ik), these not deal breakers, but they do help.
[=Beaucephal;494635]
Strange, I’ve been registered for UE4 pretty-much since day 1, even back in the subscription days, and I don’t remember anything like that happening. Must have passed me by. I’ve asked if I can have my accounts removed from their databases in the meantime. Hopefully one day I’ll be able to re-register when they’ve got their act together.
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Cool story bro.
[=;494752]
Full realtime rendering in CryEngine is still higher quality and faster than it is in Unreal.
From minor things, there are more build in IK options in CryEngine (for grabbing things, foot ik, ladder ik), these not deal breakers, but they do help.
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i understand from other posts that indeed there is some interesting tech behind these alternatives. someone wrote cryengine has even volumetric scattering which is right up my alley. personally though, it comes down on how helpful and welcoming the community is. without it, there is no of me learning anything.
[=;494752]
Full realtime rendering in CryEngine is still higher quality and faster than it is in Unreal.
From minor things, there are more build in IK options in CryEngine (for grabbing things, foot ik, ladder ik), these not deal breakers, but they do help.
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The issue about CryEngine is the lack of templates, examples projects and video tutorials.
…which is a non starter for many and a backbone of any community. competition can only bring good things tho.
The lack of Templates and Tutorials is of course a down side, hopefully they will change it.
So C# is slower than C++ but easier to leran or to handle, ok got it, i think it is time to dig deeper to the coding world.
[=Adik;494149]
Thats absolutly right competition is always good… Beside of the terrible pipelone, i think somem people here don’t understand what they get. I’m still waiting for these “next gen” features coming to UE4.
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[=Antigen;494451]
5. amazing embedded water
6. day-night and weather system
7. top quality skin shader
8. road tool
9. vegetation
KE is not just engine, it’s a set of tools. That’s why asset pipeline is so complex. It is just different, I don’t understand how one can compare KE with UE4.
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^ That +
Just waiting here to Epìc Games since 2 years ago to get someone of that features…
I think Cryengine don’t have a own UI system and you need use a external tool, and got some many more cons, But I would like know if Epic Games will add something of what other engines ( Cryengine / Unity …) got today but Unreal Engine no as the GI, the volumetric lights, the volumetric fog etc
[=;494903]
^ That +
Just waiting here to Epìc Games since 2 years ago to get someone of that features…
I think Cryengine don’t have a own UI system and you need use a external tool, and got some many more cons, But I would like know if Epic Games will add something of what other engines ( Cryengine / Unity …) got today but Unreal Engine no as the GI, the volumetric lights, the volumetric fog etc
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I agree, the volumetric cloud support is ace(Simul TruSky seems so… unfinished?)
The LOD Generator is now deprecated as of 5.0.0! So I’d stop mentioning that as a +.
One thing that is interesting is Cryteks own Blueprint-like visual scripting language CryFlow.
I’ve tested the engine for half an hour and it feels so unbelievably bad. My god, I haven’t seen such a bad UI in like forever. Even Unity has a way more intuitive UI. The preferences menu is a joke, where the **** can I change render settings and stuff?
As of right now, the engine is just… horrible to use and I work with both UE4 and Unity, so I have at least a bit of knowledge.
I talk about included features at no more cost, even you can get the whole engine for free.
*Yeah but the CryFlow is more level designer and animation focus, not for much more.
[=;494986]
The 4, in Cryengine you can cut as fast example the trees in realtime, something you can’t do in UE4, and about the fast example is the caves, you can’t create caves in UE4 only with meshes.
About the 5 Cryengine yeah got a voxel based light
https://.com/watch?v=bnvmB9iztaM
Don’t rage with other just because you don’t want see the reality.
Please mod/marketplace creator, next time talk when you know something or got even resources.
Do you have some problem with me ? other said other things I can’t say nothing ?
[=misterjackz;493994]
The pipeline is still a nightmare, especially if you don’t have $4000 software like and Maya…
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You can get student versions of 3Ds and Maya. You cannot use the same 3 years student licence on a new version of 3Ds and Maya, but after those 3 years a new version of 3Ds and Maya have safly been realesed and you can get a updated student licence. Then you can use the toolset for Cryengine to import your own models without having to buy a subscription. But then you cannot use your models for commersial purposes. I agree the process to get your own asset into Cryengine is too long and in UnrealEngine it is just drag and drop. Why cant they just have this in Cryengine too?
@ - that video you linked isn’t official. There is an experimental voxel GI in the latest version of the engine, but it’s exactly that - experimental and not a proper feature. It’s also pretty slow and not that great, it’s missing things like specularity, which is kind of important. The destructible trees in CryEngine are precalculated boolean destructables that were created in Maya. You could do the same thing in UE4 with a little work.
As for caves, yes, that is pretty much the only advantage of voxel based terrain. I’m not personally sure it’s worth the performance cost that it entails over traditional heightmap based terrain.
@AMbershare that’s not correct, it’s marked as a experimental feature but it is alreday in full use… I think the most popular exsample is Kingdom Come, they use Voxel GI for PC, Xbox One and PS4. @ If you haven’t or Maya the process becomes hard even Cryengine supports FBX for static meshes but if you are uisng or Maya the import process is much more bettter, casue it is only one click in or maya and your asset is in the engine.
Miscreated is a indie game, which also takes full expousure of the Cryengine Voxel GI, how ever i mentioned this like 1million times before, we need something like this in UE4.
And for the performence of voxel GI, well have a look at the kingdom come forest, it runs good and looks .