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    Originally posted by zeOrb View Post
    Well, it's a rational solution, good luck with finishing your game!
    About c# part though: Blueprints are intended as a scripting language replacement. New people often assume it's kismet on steroids, but actually it is very powerful scripting language. The only difference is code/visual "interface" so to say
    I agree I'm loving the node based system not only for scripting, but for materials/shaders as well since I'm a visual learner and my background in and being a tutor for Blender makes node based anything very homely to me. I'm gonna download Unity 5 and see how they've changed it. If the global illumination is that great, maybe. Otherwise I'll stick here. I love your ocean solution and really want to add to it as I pick up more about blueprint/C++/UE 4
    Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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      As a big Unity3D user the biggest thing keeping me from considering the Unreal Engine is lack of platform support. I know its new and needs time to mature so its fine for now but Windows Phone 8 or PlayStation Vita isn't even supported which kills it for me on any Indie dev project.
      Well see what happens now with all the new stuff going on as far as platform support.

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        Originally posted by Nebulon Ranger View Post
        This is actually great news for someone like me who's already stretched pretty thin on subscriptions as it is.

        Gives me a new editor to mess around in and learn now that I have the hardware to do it with.
        Exactly, now I can take up the IK or Speed tree subs without thought now, so it helps along others as well

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          Guys - got one question. I think I did not spot it in the terms of use, when I bought the subscription. "You pay 5% royalty on gross revenue after the first 3,000$ per product, per quarter". Does it mean: do I have to pay 5% of gross revenue, or 20% of gross revenue ? This "per quarter" thing makes me nervous...

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            Originally posted by wielkiczarnyafgan View Post
            Guys - got one question. I think I did not spot it in the terms of use, when I bought the subscription. "You pay 5% royalty on gross revenue after the first 3,000$ per product, per quarter". Does it mean: do I have to pay 5% of gross revenue, or 20% of gross revenue ? This "per quarter" thing makes me nervous...
            You are doing the math wrong. Multiplication does not become addition just because the multiplication happens 4 times.

            Say they took 25% as an example:
            1 = (1 * .25f) + (1 * .25f) + (1 * .25f) + (1 * .25f)
            1 = (4 * .25f)

            As you can see if I multiplied how much I make in 1 year by 25% its the same as if I multiplied each yearly quarter then added the result.

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              Originally posted by Nsomnia View Post
              C# is so much easier to code in
              When I hear things like that I'm getting palpitations. How is C# easier to code than C++? It's the same like saying riding a bike is easier than driving a car. C# is simply not as powerful as C++ and so it follows *easier* to learn. Not easier to code. Jesus...

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                Originally posted by wielkiczarnyafgan View Post
                Guys - got one question. I think I did not spot it in the terms of use, when I bought the subscription. "You pay 5% royalty on gross revenue after the first 3,000$ per product, per quarter". Does it mean: do I have to pay 5% of gross revenue, or 20% of gross revenue ? This "per quarter" thing makes me nervous...
                5% of gross Just means to pay it per quarter. If you don't make $3,000 in a quarter? You don't pay
                KITATUS
                "Information shouldn't be behind a paywall, It should be free for all!"

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                  Originally posted by wielkiczarnyafgan View Post
                  Guys - got one question. I think I did not spot it in the terms of use, when I bought the subscription. "You pay 5% royalty on gross revenue after the first 3,000$ per product, per quarter". Does it mean: do I have to pay 5% of gross revenue, or 20% of gross revenue ? This "per quarter" thing makes me nervous...
                  You pay 5% on earnings greater than $3000 per quarter, per game. Technically you can make $12,000 in a year and not owe Epic anything, but that depends on how the sales go.

                  For more info check out the FAQ here: https://www.unrealengine.com/faq

                  Here's a quote:

                  If I release a commercial product, what royalties are due to Epic, and when?
                  Generally, you are obligated to pay to Epic 5% of all gross revenue after the first $3,000 per game or application per calendar quarter, regardless of what company collects the revenue. For example, if your product earns $10 from sales on the App Store, the royalty due is $0.50 (5% of $10), even though you would receive roughly $7 from Apple after they deduct their distribution fee of roughly $3 (30% of $10).

                  Royalty payments are due 45 days after the close of each calendar quarter. Along with the payment, you must send a royalty report on a per-product basis.
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                    Thanks that's great!

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                      Originally posted by smallB View Post
                      When I hear things like that I'm getting palpitations. How is C# easier to code than C++? It's the same like saying riding a bike is easier than driving a car. C# is simply not as powerful as C++ and so it follows *easier* to learn. Not easier to code. Jesus...
                      C# is easier to code in because its memory safe, doesn't have tons of syntax oddities, doesn't requires redundant header files, compiles faster, ect ect.
                      While C# can be used to develop lower level code in the "unsafe" block, C++ is easier to get more optimized code. So "easy" is context sensitive but most contexts pertaining to "easy" and how most think of it C# takes the cake. C#'s flaw in performance is hugely held back by the .NET runtime rather then the lang itself (Although .NET Core is only 3x as slow vs C++ now). C# as a syntax and means of reading code is easier but not when it comes to native, this is where it needs some major work.

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                        Originally posted by zezba9000 View Post
                        C# is easier to code in because its memory safe,
                        You are aware of the fact that C# app can leak memory are you?

                        And 3x slower means 300% slower.
                        To put this into perspective:
                        We both drive cars:
                        You drive 30 km/h
                        I drive mine already 90 km/h
                        you go to 50 km/h which is a city traffic speed
                        and I already 150 km/h which comes close to racing speed
                        you hit 80 km/h
                        and I am 240 which is almost flying speed.
                        3x slower is a massive amount of being slower.

                        And I'm getting into pointless discussion about languages... unbelievable.

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                          Let's keep this discussion on topic please, if you wan't to discuss the differences between programming languages feel free to open a thread in the General Discussion section. Thank you.
                          Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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                            Originally posted by smallB View Post
                            You are aware of the fact that C# app can leak memory are you?

                            And 3x slower means 300% slower.
                            To put this into perspective:
                            We both drive cars:
                            You drive 30 km/h
                            I drive mine already 90 km/h
                            you go to 50 km/h which is a city traffic speed
                            and I already 150 km/h which comes close to racing speed
                            you hit 80 km/h
                            and I am 240 which is almost flying speed.
                            3x slower is a massive amount of being slower.

                            And I'm getting into pointless discussion about languages... unbelievable.
                            Yes i'm a very well established C# developer and fully understand memory leaks in C#. Its still considered a memory safe language for 90% of the work you do. When its not you take spacial precautions vs worrying about it all the time with C++. Hope you're not using that as an argument in favor of C++ as it doesn't make sense.

                            Also I wasn't arguing the merits of performance but rather how easier coding is. Yes 3x = 300% stating it differently doesn't change it mathematically. 3x slower doesn't matter for huge amount of projects FYI. In fact C# / .NET is actually faster for desktop applications in many cases, just not games (depends on the project). Although with IL2CPP, SharpLang(.NET to LLVM) ect C# as a lang will eventually be almost on par with C++ is my guess. But that hypothetical is not realized yet.

                            @DotCam Sry about that i'll let this go ;p

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                              c++ is not always faster that c# one example is C# Dictionary vs c++ hash map
                              http://www.codeproject.com/Articles/...-Csharp-vs-NET
                              having a garbage collector if you create/destroy thousands of objects you may have a litle advantage over c++ of course with c++ you may find a ways to do it faster but you will consume a lot more coffee in the process
                              if all the engine was done in c# probable will be extremely slower but if you use c# just to control ue objects like blueprints are used probable the penalty will not be so big.
                              there is already a c# for ue4 https://mono-ue.github.io/
                              if you truly want to know ue4 there is only one way c++ but for prototyping and small things c# and blueprints may be a perfect choice

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                                So not only can I get it for free now, but you also gave me money?! Everything I know about how to do business says this is wrong, but it feels so right. Thank you!

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