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Unreal Engine 4
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Author:  ShadowBlade [ Fri Jun 08, 2012 6:31 am ]
Post subject:  Unreal Engine 4

So they've revealed it publicly now, and it looks as amazing as expected, especially in the workflow and interfacing side of things :)

Here is the demo showcase,


And here is the even cooler development walkthrough:


Really, really hope that it will get a UDK version :)

Author:  Blade sword [ Fri Jun 08, 2012 7:12 am ]
Post subject:  Re: Unreal Engine 4

Me too, these kind of development kits are good for the amateur gaming scene and indie developers.
I would like to see a new unreal game, but I also doubtful towards what Epic games does in that materia.

Author:  Black Eagle [ Fri Jun 08, 2012 7:37 am ]
Post subject:  Re: Unreal Engine 4

I would love to get hold of that editor, by the looks of it they have greatly streamlined many processes, I for one think it will give artists a huge junk of power, and reduce their dependency on programmers to a degree.. :handgestures-thumbupright:

Plus, DYNAMIC EVERYTHING!!, that's the cleanest dynamic tech I've seen yet, on many layers.. :D

One word: :drool:

Here's hoping they go the UDK route with it!, that'd be awesome for indies!.. :)

Author:  Grum [ Fri Jun 08, 2012 12:33 pm ]
Post subject:  Re: Unreal Engine 4

Crazy stuff. But its good that this kind of tools around allowing us to create with ease games.

Game development was still this stone-age thing in the IT world. RAD becomes RGD ! :romance-hearteyes:

Author:  DarkCarnivour [ Fri Jun 08, 2012 1:01 pm ]
Post subject:  Re: Unreal Engine 4

It certainly looks very promising! I especially like the sound of more streamlined tools and easier iterations.
I like the idea of it using fully dynamic lighting and radiosity as it would really speed up the process of iterating on map creation.

I really hope this becomes available via the UDK and I'll decide how awesome it is when or if I get my grubby paws on it.

It will be slightly less interesting to see the wave of mediocre games that will use this, but it will be great to see the few actually awesome games using it. :P

Author:  Grum [ Fri Jun 08, 2012 1:25 pm ]
Post subject:  Re: Unreal Engine 4

Th easy compiling and debugging abilities are just great ! i can finally debug shit instead of sending ClientMessages or wiriting logs.

Author:  {ABA}Worlock [ Fri Jun 08, 2012 6:58 pm ]
Post subject:  Re: Unreal Engine 4

Looks fantastic, but whats this stuff about that it wont run on any current PC but it will run on PS4 and X-BOX 720. That will suck if its used on consoles first.

Author:  TurdDrive [ Sat Jun 09, 2012 2:19 am ]
Post subject:  Re: Unreal Engine 4

SO DYNAMIC!

Author:  Blade sword [ Sat Jun 09, 2012 4:32 am ]
Post subject:  Re: Unreal Engine 4

Actually it runs on current high end PCs, but certainly not on the current consoles, but even some engines like the Cryengine 3 and Frostbite 2 only runs at 30 FPS max on consoles.

Author:  ToNiO55 [ Sat Jun 16, 2012 4:22 am ]
Post subject:  Re: Unreal Engine 4

Very nice :D

What do you think the comparison of CryEngine3 and Unreal Engine4?

Author:  Bulska [ Sat Jun 16, 2012 4:35 am ]
Post subject:  Re: Unreal Engine 4

I think Unreal Engine 4 is way more optimized and with a much easier to use editor. ^_^

Author:  Black Eagle [ Sat Jun 16, 2012 4:43 am ]
Post subject:  Re: Unreal Engine 4

It'll be interesting to see just how much the script side has changed, since they're not using Unreal Script anymore and are instead going with C++. :think:

In all likelihood it uses C++ but still remains much the same as Unreal Script in structure and syntax, we hope. :pray:

Author:  Bjossi [ Sat Jun 16, 2012 12:13 pm ]
Post subject:  Re: Unreal Engine 4

Black Eagle wrote:
In all likelihood it uses C++ but still remains much the same as Unreal Script in structure and syntax, we hope. :pray:


From what I understand UnrealScript is, as the name suggests, a scripting language. The final u files don't seem to be compiled to machine language but some other pseudo-assembler that Unreal engine reads and executes on the fly with a script engine, hence why you can decompile these files so easily.

Strict ISO C++ implementation would introduce much better code safety, nobody could steal and modify your work without spending weeks or even months to manually disassemble the procedural instructions back to its base C++ code, and even then you might not get the same result as the original, plus the comments the programmer wrote would not be there either.

I wouldn't expect them to have many similarities other than some syntax and structure elements.

Author:  DarkCarnivour [ Sat Jun 16, 2012 2:24 pm ]
Post subject:  Re: Unreal Engine 4

Bjossi wrote:
...hence why you can decompile these files so easily.
People don't decompile uscript code, the source is actually stored in text form in the final .u files for the purpose of being extracted and used to make further mods and extensions to the game. This was part of their early philosophy of making Unreal very mod friendly.

Bjossi wrote:
Strict ISO C++ implementation would introduce much better code safety, nobody could steal and modify your work without spending weeks or even months to manually disassemble the procedural instructions back to its base C++ code...
Well, ever since UE has been available, licensees have had the option to not write their important "not-to-be-stolen" code in UScript and rather write it in C++ and put it in the native binaries. Only modders have had to use UScript only.

UScript was not intended as a substitute for C++ and machine code. It was made specifically for doing things that were not as simple with C++; modularity, portability, ease of use and to support game specific concepts at the language level (states, events, etc).

Bjossi wrote:
I wouldn't expect them to have many similarities other than some syntax and structure elements.
Their syntax is similar enough, but that's not really important. What is more important is that the codebase and it's structure remains similar and I expect that it will. Epic has a massive interest in making the transition as smooth as possible for all their licensees.

All in all, this should be a positive change. I have often wished for some of the the advantages of C++ in UScript. Over the years, I've noticed UScript getting more complicated and filling up with more weird features that it's starting to become like C++ or some other general language so I guess they realized they may as well not bother maintaining a whole separate language.
It's unfortunate for modders because UScript was a lot simpler for beginners to learn and use than C++ will be.

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