• Advertisement
Sign in to follow this  

Unity Unreal Engine & Unity (C++ & C#) - Beginner Question

This topic is 828 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

[I apologize in advance if this is in the wrong section]

 

So I'm currently stuck in a pickle and need your opinions and help regarding my problem. I've recently gotten interested in game development (PC GAMES) and really want to be able to create my own small games, whether they're 2D platformers or FPS it doesn't matter to me. The idea of making games amazes me smile.png

I have no prior knowledge of any programming languages, but have gotten back into reading a C++ book I bought a while back (So far learnt about Dynamic memory allocation & pointers, references etc).

 

Now, to get to the main issue/dilemma I'm faced with. Although I haven't finished reading the C++ book, and this would be the first programming language I know, I downloaded Unreal Engine (Latest version ofc) to get a feel of it and see if I can do something small w/ it. As I looked at tutorials online, using this engine just seemed so daunting and difficult for me (Too many things going on).

 

Due to this, I looked at Unity which seems to be less hectic and complicated, and it seems that it would be a lot easier. The problem here is that Unity uses C#(Which I dont know), and I believe Javascript(?) in the coding parts, and not C++. SO, I want to know what you guys would recommend I do:

 

A) Drop C++ and learn C# (So that I can use Unity)

B) Continue/finish learning C++ then learn C#

C) Use 'insert engine here' instead as it's very easy for beginners

D) Other

Edited by NadimKing

Share this post


Link to post
Share on other sites
Advertisement

Unreal is made to be used by teams of developers, modified to allow Indie developers the ability to make there own game.

It's daunting to learn when you are new to game development, however if you succeed the knowledge you will learn, will be invaluable.

 

Unity is easy to learn, some would say to easy. It doesn't take the same kind of discipline to learn Unity as it takes to make a game, for this reason a lot of people learn how to use Unity long before they learn to make a game.

Unity is better suited to single developers than Unreal.

 

 

The real question is, what kind of developer are you?

 

Learning Unreal Engine first is like diving into the deep end, sink or swim. The frustration could cut your development career short, or it could be the greatest teacher you will ever have.

 

If you are the kind of person who likes to ease them self into something new, then you shouldn't even start with Unity. Start with a 2D game engine, like Game Maker, and make a very simple but complete game.

 

Starting with Unity is like playing a poorly designed adventure game. You never know if the path you are following leads to the main quest or to some kind of treasure, you will always wonder if you need to turn back to see if you missed some thing.

It's a lot more fun learning this way, however it's better suited for someone who isn't dead set on making a game any time soon.

Edited by Scouting Ninja

Share this post


Link to post
Share on other sites

I'm not sure where this concept of Unity being easier than Unreal came from...

They are very similar. Both are going to be really hard for someone who almost knows just one programming language.

Unreal even has a visual script builder called "blueprint" so that you can make an entire game without writing any code.

Share this post


Link to post
Share on other sites

Much of the C style languages are similar enough that you should not have any real problems moving from C++ and C#, the other way is a little harder imho due to C++ putting the responsibility for resource management on the developer.

 

- C# struct and C++ struct are very different. C++ is really a class with different default access while C# is on the stack, unless within a class 

- C# has garbage collection so 95% of time you do not have to worry about memory and resources

- C# runs on its own platform and C++ compiled. You can native compile C# but not sure if unity supports this

- C# has a cleaner lambda syntax but not as much control over closure capture.

- C# does not have separate header and class, they are all in the same file (Unless you split with partial classes)

- C# does not support multiple inheritance

- C# does not support const with the same power as C++

 

All your if/while/for/switch look the same.

 

There are a bunch of other subtle differences but all depends on how deep you really understand C++ as to if you even notice them

 

Unity is still a complex engine but I would say C# is the easier language to work with as it will kick you in the teeth less :)

If you go the C# route get Visual Studio 2015 Community Edition. It is free and the best IDE on the market. Also has better unity support now

Share this post


Link to post
Share on other sites

You could just give each engine a try for a week each considering they are both free. 

There's plenty of video tutorial series on YouTube and the like, to aid getting started.

Share this post


Link to post
Share on other sites

I'm not sure where this concept of Unity being easier than Unreal came from...

They are very similar. Both are going to be really hard for someone who almost knows just one programming language.

Unreal even has a visual script builder called "blueprint" so that you can make an entire game without writing any code.

 

For me, it's the breadth of stuff available online.  I can usually find an explanation of how to do whatever it is I'm trying to do in Unity from a simple internet search.  While for Unreal, I would often hit a brick wall, and not be able to find the information I wanted.  

 

That said, I imagine Unreal will catchup over time, and it's asset store will probably get pretty good as well.

Share this post


Link to post
Share on other sites

Remember that unreal engine supports the blueprint programming language which is very newbie friendly and simpler than C++. It is completely graphical, dragging and dropping nodes and lines to draw a flow chart. You can do anything in it near enough that you can do in C++...

 

Try that, and try unity. I think you'll decide pretty quick which you like best :)

Share this post


Link to post
Share on other sites

Much of the C style languages are similar enough that you should not have any real problems moving from C++ and C#, the other way is a little harder imho due to C++ putting the responsibility for resource management on the developer.

 

- C# struct and C++ struct are very different. C++ is really a class with different default access while C# is on the stack, unless within a class 

- C# has garbage collection so 95% of time you do not have to worry about memory and resources

- C# runs on its own platform and C++ compiled. You can native compile C# but not sure if unity supports this

- C# has a cleaner lambda syntax but not as much control over closure capture.

- C# does not have separate header and class, they are all in the same file (Unless you split with partial classes)

- C# does not support multiple inheritance

- C# does not support const with the same power as C++

 

All your if/while/for/switch look the same.

 

There are a bunch of other subtle differences but all depends on how deep you really understand C++ as to if you even notice them

 

Unity is still a complex engine but I would say C# is the easier language to work with as it will kick you in the teeth less smile.png

If you go the C# route get Visual Studio 2015 Community Edition. It is free and the best IDE on the market. Also has better unity support now

Adding onto this...

C# does not expose pointers to the programmer. A godsend for danger prone programmers.  In C++ pointers are a must to do anything efficiently.

C# Generics are type safe, but no-where near as powerful as C++'s Templates. C++ Templates allows you to do a variety of interesting tricks and hacks.

C# has explicit interfaces. C++ Interfaces are basically just classes.

C# you do not need to include files. You just need to be aware of namespaces. C++ you need to be sure to include files correctly, or you may break something.

C# has RTTI, C++ does... but it's more efficient to roll your own.

C# Data is passed differently. All classes are passed by reference. All variables are copied.

 

 

C# at the surface may seem like it's better than C++. But, the two are actually on par to each other. Both C# and C++ can be an utter pain to learn reguardless of what you are trying to do.

C++ was a breeze for me to learn, even with pointers, polymorphism, inheritance, and it's fuggly errors.

C# was the most confusing thing I ever glanced over, and... in the end it infuriated me with it's hand holding, and confusing cases for when we need to instantiate or not. Also I hate how it passes around data.

 

But from my perspective? Go ahead and learn Unity. I personally hate Unity for a plathora of reasons, and a number of them are unbiased. But I can not deny it's simplicity and amazing api for people just learning.

Edited by Tangletail

Share this post


Link to post
Share on other sites

 

C# at the surface may seem like it's better than C++. But, the two are actually on par to each other. Both C# and C++ can be an utter pain to learn reguardless of what you are trying to do.

C++ was a breeze for me to learn, even with pointers, polymorphism, inheritance, and it's fuggly errors.

C# was the most confusing thing I ever glanced over, and... in the end it infuriated me with it's hand holding, and confusing cases for when we need to instantiate or not. Also I hate how it passes around data.

 

But from my perspective? Go ahead and learn Unity. I personally hate Unity for a plathora of reasons, and a number of them are unbiased. But I can not deny it's simplicity and amazing api for people just learning.

 

 

Yep, the two are very different in how they reach their goals. It is interesting you found C# confusing. I guess it depends on how deep you have climbed down the C++ rabbit hole. I find that when you get real deep into one language, and with c++ it requires low level thinking, it can hamper using another language as you try to use it exactly as you would the other. 

 

I have not seriously used C++ in anger for many years now. My real dive into it was back in Visual Studio V1.52 (shows my age), so real early on. I have used since but have to say that with all the new additions the language has got a bit noisy in the syntax now. I started C# back in .NET 1, so pre generics when it was still a poor Java clone. I love how the language has transformed and the power it has gained. I has also started to get a wonderful terseness of syntax. C# 6 is great but it still needs some improvements with type inference.

 

I take it by hand holding you meant the type system is more strict that C++?

 

OP - Sorry for this sideline hijack. 

Share this post


Link to post
Share on other sites

Choose option C.  You have started to learn C++ and it sounds like you are doing OK with it.  You state in your post that you don't care if you are making simple 2D platforms or FPSs.  In this case there is no need for you to start using a big engine like Unity or Unreal.
Choose a simpler framework such as SDL or SFML and start making simpler games using the C++ that you already know.  After a little practice and your first few games you will probably understand enough to have another shot at Unreal (and possibly Unity too).

Share this post


Link to post
Share on other sites

There has been some really good advice posted so really take what these skilled people have said and think about your goals as a game developer.

 

Buster2000 talked about option C which is close to writing your own game engine.  This is a big task but is a lot of fun and you will learn tons about any language you chose to make a game engine in.  Doing this in C++ and SDL or SFML is a good route and you don't have to worry about the overhead of the commercial engine.

 

Please don't start a language war and say one language is better than another because of xxx features.  Each language was developed for a specific need that help developers quickly get their projects completed.  Yes even C++ was created to speed up programming development.  How many here can say they programmed on a punch card?  I did when I was very young and let me tell you it sucked when it came to debugging.  As each language has developed they have tried to take lessons from other languages and try to make their syntax easier and faster to use.  Truth be told once you understand some basic principals in programming they typically will translate between languages.  So learning C/C++ is a good idea and will help you build more optimized code.

 

Now back to the original question.  Should you keep using C++ or dump it to learn C#?  This is because you have found Unreal to be a little more difficult to use and Unity just seems so much easier.  On the surface this is what can be perceived but  is further from the truth.  The artist side of me likes Unity because it seems very intuitive to build a scene like I was working in a 3D program.  The programmer inside me likes it too because Unity Scripts are easy to build and is well documented.  My perception is that Unity allows me to build a game with little to no effort.  Add some simple scripts to the project and you have a very functional system started.

 

Unreal on the other hand is a little more difficult to get up and going.  When I worked with it they released a new build every few weeks and I would spend more time downloading support files and building the base system then I did making games.  This was due to a lot of bugs in each release build that needed to be ironed out.  For the most part once you built the game engine and got the editor up and running you could use it to do most of the same things Unity does.  From the start, selecting the right project template was one of the most difficult decisions.  Using blueprints is very powerful and easy to use.  It is drag and drop but what I found personally the GUI was slow and cumbersome to use so jumping to code for me was a lot more alluring.  You will be working with a form of C/C++ that has an additional precompiler injected custom Unreal features.  This experience is dated because I stopped using Unreal when they opened their source code.

 

Either way both systems are not easy to learn.  You will need to decide are you more interested in programming or game design?  If you like programming then I would take option C because it is a LOT of fun!  If you want to design a game and want something that is playable in a few weeks then pick one of the two engines.  One way to find which engine you like is setup a task and try and make it happen in both engines.  This will show you which one you find that makes sense or has good documentation.

 

Good luck with your decision.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By Chamferbox
      Chamferbox, a mini game asset store has just opened with some nice game assets, 
      Here you can find a free greek statue asset 

      Also check their dragon, zombie dragon and scorpion monster out:



      They're running the Grand Opening Sale, it's 30% off for all items, but for gamedev member, you can use this coupon code:
      GRANDOPEN
      to get 50% off prices What are you waiting for, go to
      http://chamferbox.com
      and get those models now!

      View full story
    • By Dafu
      FES Retro Game Framework is now available on the Unity Asset Store for your kind consideration!
      FES was born when I set out to start a retro pixel game project. I was looking around for an engine to try next. I tried a number of things, from GameMaker, to Fantasy Consoles, to MonoGame and Godot and then ended up back at Unity. Unity is just unbeatable in it's cross-platform support, and ease of deployment, but it sure as heck gets in the way of proper retro pixel games!
      So I poured over the Unity pipeline and found the lowest levels I could tie into and bring up a new retro game engine inside of Unity, but with a completely different source-code-only, classic game-loop retro blitting and bleeping API. Months of polishing and tweaking later I ended up with FES.
      Some FES features:
      Pixel perfect rendering RGB and Indexed color mode, with palette swapping support Primitive shape rendering, lines, rectangles, ellipses, pixels Multi-layered tilemaps with TMX file support Offscreen rendering Text rendering, with text alignment, overflow settings, and custom pixel font support Clipping Sound and Music APIs Simplified Input handling Wide pixel support (think Atari 2600) Post processing and transition effects, such as scanlines, screen wipes, screen shake, fade, pixelate and more Deploy to all Unity supported platforms I've put in lots of hours into a very detail documentation, you can flip through it here to get an better glimpse at the features and general overview: http://www.pixeltrollgames.com/fes/docs/index.html
      FES is carefully designed and well optimized (see live stress test demo below). Internally it uses batching, it chunks tilemaps, is careful about memory allocations, and tries to be smart about any heavy operations.
      Please have a quick look at the screenshots and live demos below and let me know what you think! I'd love to hear some opinions, feedback and questions!
      I hope I've tickled your retro feels!



      More images at: https://imgur.com/a/LFMAc
      Live demo feature reel: https://simmer.io/@Dafu/fes
      Live blitting stress test: https://simmer.io/@Dafu/fes-drawstress
      Unity Asset Store: https://www.assetstore.unity3d.com/#!/content/102064

      View full story
    • By DevdogUnity

      Ho ho ho
      Tis the season of Christmas surprises, and we have a awesome one for you! 🎅  
      Sponsored by all your favorite Unity Asset Store developers, Nordic Game Jam, Pocket Gamer Connects, and co-hosted by Game Analytics, we (Joris and I – Devdog) are launching the second edition of our yearly Christmas Giveaway Calendar for all Unity game developers!
      You can already now sign up right here.
       
      So what’s this all about?
      For the past weeks, we’ve been collecting sponsored gifts related to Unity (asset vouchers, product keys, conference tickets etc.), and throughout each day of December leading up to Christmas Day on the 25th, we will be sending out these sponsored gifts as early gamedev Christmas presents via e-mail to hundreds of lucky winners.
      The total prize pool is at $35,000, with over 1200 presents donated by the awesome sponsors!
       
      Merry Christmas from Devdog, Game Analytics, and every single one of the sponsors.

      View full story
    • By sveta_itseez3D
      itSeez3D, a leading developer of mobile 3d scanning software, announced today a new SDK for its automatic 3D avatar generation technology, Avatar SDK for Unity. The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers and creatives to integrate realistic user-generated 3D avatars into their Unity-based applications. SDK users can allow players to create their own avatars in the application or integrate the SDK into their own production processes for character design and animation.
      “Virtual avatars have recently become increasingly popular, especially in sports games and social VR apps. With the advance of VR and AR, the demand to get humans into the digital world is only increasing”, said Victor Erukhimov, itSeez3D CEO. “Our new Avatar SDK for Unity makes it super-easy to bring the avatar technology into any Unity-based game or VR/AR experience. With the Avatar SDK for Unity now every developer can bring face scanning technology into their games and allow players to create their own personalized in-game avatars, making the gameplay much more exciting and immersive.”
      Key features of the Avatar SDK for Unity:
      Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo.
      Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts
      Head models support runtime blendshape facial animations (45 different expressions)
      Generated 3D heads include eyes, mouth, and teeth
      Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles
      Six predefined hairstyles with hair-recoloring feature (many more available on request)
      Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game
      Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon)
      Well-documented samples showcasing the functionality.
       
      Availability
      The Avatar SDK for Unity is offered in two modes - “Cloud” and “Offline”. The “Cloud” version is available at http://avatarsdk.com/ and the “Offline” version is available by request at support@itseez3d.com.
      ###
      About itSeez3D
      At itSeez3D, we are working on the computer vision technology that turns mobile devices into powerful 3D scanners. itSeez3D has developed the world's first mobile 3D scanning application that allows to create high-resolution photorealistic 3D models of people's' faces, bodies and objects. The application is available for iOS and Windows OS mobile devices powered with 3D cameras. In 2016 the company introduced Avatar SDK that creates a realistic 3D model of a face from a single selfie photo. To learn more about itSeez3D scanning software and 3D avatar creation technology, please visit www.itseez3d.com and www.avatarsdk.com.

      View full story
    • By khawk
      Unity has posted the Unity Austin 2017 playlist on YouTube. From their tweet:
      View the full playlist at https://www.youtube.com/playlist?list=PLX2vGYjWbI0TI_C4qouDw7MSSTFhKJ6uS or below:
      .

      View full story
  • Advertisement