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#22 |
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So they probably went and "simply" integrated LLVM and Clang into the engine.
Sure, why not? If it's good enough for Apple, Intel and nVidia to use it as an OpenCL compiler or for Apple to compile all of Mac OS/iOS with it it should fit into a game engine just fine. np: Leftfield - Inspection (Check One) (Tourism (Disc 2)) |
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#23 | |
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You might want to look at better building blocks instead (which is where you'd be looking at C++/UnrealScript). // --- I wonder if interfacing with the OS will be easier now that C++ is their scripting language. It's definitely a good idea that they've scrapped their custom-language as that scripting-engine must have been pretty high maintenance. |
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#24 |
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Registered User
Join Date: Apr. 7th, 2008
Location: Sweden
Posts: 907
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UDK will transition to UE4, Epic has confirmed that already. It's just a question of when.
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#25 | |
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My homepage for UT and Custom maps |
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#26 | |
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It's easier whether you're new or a professional. Making something hard due to bad design or just for the sake of being hard is the silliest thing I've ever heard.
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![]() ![]() ![]() ^click here to visit my dragons^ Canya put some bonus points in me drinkin' skill? http://savage2.s2games.com ^ This is a really unique game, get it. avatar (c)square enix Last edited by SirTahngarth; 26th May 2012 at 10:22 AM. |
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#27 | |
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#28 |
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The wall (setting up a project, using a compiler, ...) may have been removed with the Kismet approach, but the wall was never a good "talent filter" to begin with, if that's what's bothering you.
![]() Kismet, C++, UnrealScript; the core of programming is about logical thinking, details, and context awareness. Some people enjoy the control, others shy away from it. It may also be about time well spent on primary skills (graphics, music, modelling, programming, ...).
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When all else fails, post on forums with fellow zombies. |
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#29 |
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No, it never was a talent filter per se, but you see, this might attract people who would never venture into coding before and people who would have no idea what they are doing, yet it can also open door for level designers who just want to have some custom scripted actors in their maps and who would be unable to do with unrealscript or C++, but yet it probably won't be as decent or complex as if a real coder took on that job. But for something not so complex it is good I guess, I just don't like the visual interface of it, that's all, so i would rather prefer to code it the old way.
As for the "primary skills", I guess BSP crafting/level design is no longer considered a skill because everything is meshes now, sure you can reuse stock static meshes but you can only go that way for so long and never can create something new from scratch unless you have modelling skills. Unless when doing the "low poly" kind of stuff, like the HOLP packs for UT3 or 20 brush level design contest etc. |
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#30 |
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We'll have to reserve judgement until we see how it works. This is similar to how UEd 1 (and 2 and 3 I think) let you click on an actor and view/edit the code behind it.
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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#31 |
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Visual programming has been **** for 30 years and it will remain to be ****.
However, if you want to make a chocolate souffle, at least you have the right color.
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elmuerte.com - Magicball Network - UnrealWiki - The Unreal Admin page - UT3 WebAdmin Explode Mode! - Idle Ballad - Year of the PS3 - igndotcom - IdleThumbs |
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