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Member Since 05 Oct 2004
Offline Last Active Yesterday, 04:49 PM

#5194913 UDK 4 vs Unity - Which is better and easier to use to make a first person act...

Posted by Orangeatang on Yesterday, 01:35 AM

Stop it your making me jealous! Great work, cant wait to get to your skill level.

No no, I'm a programmer... I have no skill when it comes to building levels etc; kind of my point with Unreal - very easy to quickly produce things that look great.

#5194774 Quick C++ question on pointers

Posted by Orangeatang on 26 November 2014 - 08:52 AM

In the example you provided, 'current' is going to be a stack allocation - so you won't need to clean it up.


If you did something like this :

void aFunction()
 SomethingClass* current = new SomethingClass();

Then then a chunk of memory on the heap would be allocated, and the variable 'current' would point to it. The variable 'current' is still allocated on the stack, it just points to memory that's located in the heap.


Because the above code doesn't explicitly free up the memory in the heap (by calling 'delete current') you'd have a memory leak each time you call that function.

#5194763 UDK 4 vs Unity - Which is better and easier to use to make a first person act...

Posted by Orangeatang on 26 November 2014 - 07:47 AM

You have to give Unity credit though for their Unite cons and other things that are open to Indies... it just seems for Unity the Indie Scene is front and center of their attention, while for Epic it is still just a side show.... might also explain why Epic can make those terrific deals for Indie devs, while for Unity the sales to Indies need to generate most of the money.

Oh I think Unity is a fantastic engine. It's simply amazing for prototyping ideas and seeing them come to life in a matter of minutes :) If it wasn't for Unity, we probably wouldn't be seeing Unreal at such a steal either; it's a great time to be an indie developer.

#5194753 UDK 4 vs Unity - Which is better and easier to use to make a first person act...

Posted by Orangeatang on 26 November 2014 - 05:56 AM

Unreal is pretty new to the indie scene nonetheless. Until UDK, only big studios were able to afford Unreal, and even UDK was, while much more powerful than Unity 3.X, held back by that attrociously high royalities of 25%.

Yeah absolutely.


Unreal still requires 5% royalties on gross sales, but the price per seat for developers (considering the feature set) is bound to attract some attention from the indie scene. 

#5194747 UDK 4 vs Unity - Which is better and easier to use to make a first person act...

Posted by Orangeatang on 26 November 2014 - 04:37 AM

Unity is much more mature and the assest store has a good selection, unreal is still starting off.


Unreal has been around since 1996, Unity wasn't even announced until 2005

#5194742 UDK 4 vs Unity - Which is better and easier to use to make a first person act...

Posted by Orangeatang on 26 November 2014 - 04:15 AM

I've been messing around with Unreal 4.5.1 quite a bit over the last month, and have to say that it's a damn fine engine.


For a one off payment of $20 (you can cancel your subscription as soon as you have all of the files you need) you get access to the full source, as well as the binary installers. I'm building from source because I want to use the Wwise plugin, but since Microsoft released Visual Studio 2013 Community Edition (http://www.visualstudio.com/en-us/news/vs2013-community-vs.aspx) it's really inexpensive to get up and running.


I've only had a quick look at Unity's pricing model, but it seems like you get much more bang for your buck with Unreal at the moment; the pro subscription (for Unity) is $75 a month which I assume you still need to do any kind of post processing.


There is a huge amount of documentation for Unreal as well, including some really useful tutorials videos on YouTube (provided by Epic). Only took an hour or so to build this from scratch (with an FPS camera):



#5194579 C#: XNA and Xamarin

Posted by Orangeatang on 25 November 2014 - 06:12 AM

Monogame is a cross platform, open source project that's based on XNA.


Microsoft stopped development on XNA a few years ago, and Monogame is essentially a replacement (with an almost identical API).

#5187328 [answered] Component objects with data driven design

Posted by Orangeatang on 16 October 2014 - 02:03 AM

Ah, looks like you can do partial JSON deserialization in JSON.NET. That took all of two minutes to research... sorry for wasting your time!

#5149600 recommended, up to date tutorials for begining open GL

Posted by Orangeatang on 26 April 2014 - 04:19 AM

Once you've got a handle on using OpenGL, http://www.rastertek.com/tutindex.html is an excellent resource for showing you how to implement some interesting effects.


Ah I just had a look at the OpenGL section, and it seems to be a bit lacking when compared with DirectX

#5115845 models spawning in same position

Posted by Orangeatang on 10 December 2013 - 02:17 AM

Have you tried increasing the range of the random positions you generate (say 1 to 1000 instead of 1 to 10)?


It could be that they're all getting spawned at different locations, but because the range is so small it looks like they're all in exactly the same spot.


Seeding the random number generator is also a good idea.

#5110381 Hours per week

Posted by Orangeatang on 19 November 2013 - 12:31 AM

I spend ~40 hours a week at work (I'm an engine programmer) - have a number of smaller titles out, one AAA and working on a second. I also spend ~6 hours a week working on my own projects.

#5109547 Your favorite Game Engine

Posted by Orangeatang on 15 November 2013 - 02:04 PM

I really enjoy working with Unity, even the free version is excellent given the right context.


I don't really build any full games with Unity, but because of the efficient content pipeline prototyping game features is a very quick process.

#5108342 Best Book for Learning DirectX 11

Posted by Orangeatang on 10 November 2013 - 02:53 PM

There are some excellent resources online too; rastertek provides lots of information on commonly used DirectX techniques http://www.rastertek.com/tutindex.html

#5107276 XNA - I like it, but should I continue to use it for 2D games?

Posted by Orangeatang on 05 November 2013 - 04:17 PM

+1 for MonoGame here. It's an open source implementation of XNA that works across multiple platforms (including android, iOS & linux - PS4 is in the works). Active development community as well, so it's easy to get help if you get stuck.

#5106194 Dividing by zero, on purpose

Posted by Orangeatang on 01 November 2013 - 03:06 AM

Heh heh, the only thing I've intentionally used a divide by zero for is a big red "Don't press this" button :)


Setting a break point (as suggested earlier) is probably your best bet, but you could also use an: 

assert( false );

to stop your program from executing.