I never do this, but I did a Me Talking Over Video video. This one is about the ways in which Unreal Engine level design has a lot of catching up to do when compared to Quake 1's (in one important respect, anyway) if it's planning on targeting smaller developers more now. More specifically it's about how editing CSG in Unreal (including 4) sucks, and why that is something that should be fixed instead of handwaved away as not being a big deal.
Otherwise: lovin' the engine, dudes, honestly it's really great don't hate me <3
To reiterate: I know that the conventional wisdom is "just don't use CSG in Unreal for anything more than whiteboxing, man!" My assertion is that
-UE4's CSG tools are inadequate even for that
-that the conventional wisdom only has validity in the first place because support for csg is bad, not because staticmesh-based level design is a superior technique.
I'm also aware that UE's CSG isn't efficient for performance for a few reasons (last I checked every face was a draw call) but again, I'm sure it's a thing that could be fixed if prioritised.
Otherwise: lovin' the engine, dudes, honestly it's really great don't hate me <3
To reiterate: I know that the conventional wisdom is "just don't use CSG in Unreal for anything more than whiteboxing, man!" My assertion is that
-UE4's CSG tools are inadequate even for that
-that the conventional wisdom only has validity in the first place because support for csg is bad, not because staticmesh-based level design is a superior technique.
I'm also aware that UE's CSG isn't efficient for performance for a few reasons (last I checked every face was a draw call) but again, I'm sure it's a thing that could be fixed if prioritised.
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