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Dreddnafious Maelstrom

Member Since 11 Jul 2002
Offline Last Active Sep 12 2014 08:20 PM

#4907562 UDK or Unity 3D

Posted by on 30 January 2012 - 02:44 AM

UDK cons:

Ironclad network layout without a lot of flexibility.
Does well with pre-processed artwork but falls down pretty hard on dynamic assets.
UnrealScript is only of use with the Unreal Engine, so your knowledge doesn't travel with you to another engine.
A somewhat arcane series of config files and build chain.(Not horrible given the complexity of the engine but still witchcraft until you learn it.)

Unity cons:

Unity built in networking is pretty bad, however there are a few free or nearly free alternatives that will just plug and play.
Unity GUI is a resource hog and you'll be looking for an alternative if you push to a mobile device.
Unity is stuck on DX9 for the foreseeable future due to MAC compatibility issues(essentially they don't want two feature sets between windows and MAC)

Both have great toolchains, both have great communities. The workflow for Unity is more intuitive if you're coming from an art background for certain. Unity can be coded in C# or javascript or boo so at least you work in a language that exists outside the bubble of the engine and Unity can take advantage of much of the .Net libraries .

The short answer is to try both of them. I prototyped the same game in both engines and found I was 3 to 5 times more prolific in Unity using C# but for the art that could be pre-processed UDK generated a prettier render.

When I tried to "color outside the lines" it felt like UDK fought me a lot harder where with Unity you can beat it into shape pretty easily if you have a decent mastery level of the scripting language.

#4757574 I'm Leaving Gamedev.Net Because Of The New Site Design

Posted by on 12 January 2011 - 12:13 AM

It's a bit off-putting to see people get so teary eyed over a software change when we're ostensibly supposed to be software engineers, but then again I guess that may be part of the why rather than in spite of it.

Just to go in to pure kiss-ass mode for a moment, for a decade or more GDNet has been THE community to learn about game development as well as providing a great community of like minded people to kick around non-game development ideas. Taking your ball and going home over some CSS and infrastructure changes seems a bit silly.

Dave, Kevin, Frizzlefry, Gaiden and company have provided a great user experience for thousands of folks for a long time. Hundreds or maybe thousands of you have gone from "why does my naked void pointer give me a memory leak" to producing images of the day and full blown games. Take a deep breath and try to not be that same pain in the ass customer you so despise dealing with in your 9 to 5.

Good software is iterative. So remember this roll out the next time you're throwing a tantrum over whatever ultimately replaces this one.

As for the single line of ad text there's only one important detail to recall.

Gamedev ATI pop-up ad!

#4611019 Best Game Engine for Indie Game?

Posted by on 27 February 2010 - 03:46 PM

I'd strongly consider the UDK for a couple of different reasons.

The toolchain is impressive and battle-tested. When it comes to content creation it doesn't take long to forget that X engine has X feature, what you remember is the toolchain.

There is a great base of developers that are familiar with the tools and a large number of artists familiar with the content pipeline, so recruitment hits a large base.

If you do make a AAA style game that hits the big leagues you can flip your license to Unreal and port to multiple consoles.

Here's a link to a game made in 30 days by a small team using the UDK.

Dungeon Defense

That link will get you to the source, the game demo, and the developer blog if you follow the hyperlinks.