Yes. AA/AAA dev with UE3, UE4, UE5 and several proprietary engines. I’ve even contributed to Unreal Engine code with bug fixes.
Yes. AA/AAA dev with UE3, UE4, UE5 and several proprietary engines. I’ve even contributed to Unreal Engine code with bug fixes.
Baldur’s Gate 3 is built on the Divinity Engine.
They don’t make the engine to make that game.
They shouldn’t, if they’re going to be an engine company. But anything that isn’t for keeping Fortnite pulling in billions of dollars is secondary.
It has gained features over a long period of time that would fit common use cases from other developers, regardless of what Epic has built.
Gained and lost. Very basic things necessary to make all the new features work with anything “not Fortnite” were missing when UE5 was released. It absolutely released as an engine for making Fortnite type games and everything else was/is an afterthought. You either had to make atrocious work arounds, engine changes, or wait for stuff to be fixed/added, delaying your project.
Meanwhile, nothing will convince me that Bethesda’s tech stack is worth keeping.
Do you have inside knowledge? UE5 isn’t the be-all end-all of game engines. Not everyone should switch to it. And frankly, as gamers and devs, we desperately need a good competitor to show up soon. Epic is gaining way too much control over our experiences.
The problem with Unreal Engine is (and always has been) that Epic makes the engine to make the game they’re currently working on. So right now it is a Fortnite engine. Previously it was a Gears of War engine. (Maybe throw Paragon in between.) It started out as the engine for Unreal Tournament.
So if you want to take that engine and start making a different type of game, it’s not necessarily going to have the tools you need. It’s not necessarily even going to do what you need it to do at the base engine level. Not that it couldn’t, but Epic doesn’t give a shit. So they give you all the source code and support for building your own version of the engine so you can add the features you need.
You want to make a vast, persistent, open world with vast dungeons you can enter and explore? Yeah you’re going to have to build support for that in the engine yourself. You want to do it without loading screens? Better get deep into that engine code. You want to have vehicles or mounts? NPCs, companions, AI enemies? When they hadn’t added them to Fortnite yet, totally up to you to figure out, and probably through modifying the engine. Need to make major rendering improvements? Better dig in. Problems with the art pipeline lacking features you need
Every time you touch engine code, that’s new tech debt. If a new version of the engine comes out, you have to integrate the changes. The longer the project goes on, the harder that becomes. Then Epic finally comes out with the feature you built yourself (say vehicles) but its only partly the way you did it. Now you’re fucked and you have to decide right there: strip out your changes, switch to theirs and redo most of your work, or, stop taking engine upgrades and integrate new features piecemeal. Now you’re in tech debt hell.
Almost every developer starts off with saying, “we’ll use the engine as is, no engine changes allowed!” Three months later the cynical director is having a high level meeting about allowing a major feature get implemented in engine code. But it will be alright, they tell themselves. 3-5 years later they’re up to their eyeballs in tech debt of engine changes, and realizing Amazing Game 2 either needs to be built using the old version of the engine they’re stuck on from 2-4 years ago, or built from the ground up on a new version of the engine.
I’d be thinking long and hard before switching to UE5 if I were Bethesda. And they have the advantage of having access to some of the best Unreal Engine developers in the world (Obsidian, The Coalition) now that they’re part of Microsoft. They’re also probably getting a bunch of pressure to make the change as the studios create a corps of experts.
If I were them I would be very tempted to make the necessary changes to Creation Engine, and stay far, far away from Unreal. Sacrifice a year or two and your top engine devs to overhaul the pain points of Creation Engine, keep full control of your pipelines and versioning, and make the game you want to make, not the one Epic wants you to make. You can even make awesome DLC or a smaller sequel game on the old branched engine while the overhaul takes place, and just have a small core team working out the kinks on the new system.
I guess my point is, tech debt is not the point, because there will always be tech debt. It’s a much bigger decision than that.
That’s not what I got. In fact, stack overflow isn’t in any of my results. I got a lot of scholarly articles for various algorithms and none of them mention the Hungarian algorithm.
Right? I was thinking that exactly. I remember being in awe by how well google could do that, and now I actually dread having to use it and sift through all the crap.
I guess the same will happen to “AI” once they try to monetize it with ads.
will stay a solid gaming rig for 4-5 years, longer if you like indies
Indies are often worse because they don’t have the time to spend on optimization. Especially those made to be first-person 3D.
Sticking to 2D/light-3D games, older games (try !patientgamers@lemmy.ml or !patientgamers@sh.itjust.works ) and games made PC first (not console first) are my tips as someone with a not-quite-gaming laptop. The last one is the hardest, but as someone who optimized games for consoles for years I can tell you optimization for PC was always the last thing on our minds: get it to run, and raise the required specs.
I said the developers removed the labels to be more inclusive and OP (and now you) added them back.
There are technical reasons (pointed out in many comments) for why they might not have full sliders to make any body type you want.
As you can see from OP’s response to you, my primary issue is that OP is still calling the option the “female” or “feminine” one. The developers specifically removed those labels to be inclusive and OP is adding them back. The complaint about the order was the secondary issue.
As a woman, I look at “Body Type A or Body Type B” and think “Well, I’m a woman, not a Body Type B, and isn’t it kinda misogynistic that the secondary option is the female one? Like A+ for Men, B- for Women?”
This really pissed me off, I have to say. Why are you calling the “secondary” option “the female one”? To me that seems a bit presumptuous.
If I have body type B with he/him pronouns, are you saying something about my body? Is it too “feminine” for you?
Honestly, you seem to be looking for something to complain about. The developers have taken an extra step to try to be accommodating and inclusive and your complaining about the order the choices are listed in… Smh
I liked the game, but I can’t say I would have any interest in playing it again or trying to get into new levels after so long.
I also didn’t know there was a new release until this article.
Usually, when it’s a one-off like this, the video game gets “paid” to put the stuff in their game. That payment may be in-kind advertising campaigns, etc.
For something like Need for Speed, Forza, etc, the game will be licensing the likeness of the vehicles and the company logos in the game. I don’t know the costs, but the fact that it’s also advertising will factor in.
In this case, there are a few likely scenarios:
Number 2 is most likely, but I don’t know the game well enough to know the vehicle situation in it.
For all of them, you have to factor in a bunch of details to figure out who is paying who:
So, it’s hard to say without more inside info. Games I’ve worked on have had 1 and 2, but not 3 as far as I know. I think it was pretty much an in-kind deal for the 1 situation though (like we got the likenesses, they got advertising through the game, ostensibly we sold more games with the likenesses, but I think it just stroked someone’s ego…) All of the 2 situations were done to bring in money for the game’s marketing budget / or were in-kind marketing deals, possibly bringing money directly to the bottom line, but I don’t know.
Where did you get the name?
What was the original license that people paid for? Is there anything in there that would protect them?
Not buying it until Zero Punctuation absolutely pans it.
I want multiple streaming services that can stream almost everything so there’s competition, but still a valid reason not to just drop and switch constantly.
The tweet didn’t make any sense to me since it didn’t seem like a developer whining about your policies was ban worthy. It sounds like Epic hadn’t actually broken any rules yet.
EU regulators must feel like they’re babysitting two spoiled brats.
Is there an article explaining what rule they broke?
In terms of the overall point, I was talking about Unreal specifically. If it makes you understand better that all engines are geared toward specific game features, great, read it that way. However, you still don’t seem to understand that UE5 isn’t the right engine out-of-the-box for every game. So even if I buried that, and now it’s clear, you’re still in denial.
You keep saying it, but at the scale of games Bethesda makes it isn’t simply a fact that switching engines will be faster or easier. Even switching a code base from UE3 to UE4, or UE4 to UE5 wasn’t/isn’t a simple task (I’ve done it, I know.) Completely switching engines means you’re losing almost everything. You simply don’t seem to understand the scale of work entailed with moving major features from one engine to another. Or for maintaining features in an engine you don’t have full control of. I’ve done that too.
You’ve already said that you can’t be convinced otherwise though, so clearly you think you’re smarter than them, despite their deep knowledge of what they’re making.
I’m not saying they made all the best choices (or that they will going forward), but being flippant about the obviousness of the choice, and saying it is simply faster to switch engines demonstrates serious lack of knowledge and experience in the matter.