The reason it ends up being worthless is that for instance most people wouldn't have any use for a drinking cup, and for the ones that do, the cup you made isn't "right" for their project. So it ends up being that there's little chance of anything being in an asset store that's actually of use, since in games most things are very specifically designed.
Well, I guess it's a function of development time and your urgency to release the game. While our development cycles will definitely be shorter with UE4, if you can't start that cycle for two more years, where does that leave your completion date? If getting the game 'out there' sooner is a higher priority, you would absolutely complete the project first by building it in UE3 and leaving UE4 for your next project. No one says you have to build it in UE4, after all, and odds are UE4 is going to have some nasty bugs in the early days, anyway. On the other hand, if you're looking to build a massive game that could turn into a series, waiting to 'build it right' the first time in UE4 makes more sense, as there's less redo later on.
Personally, I don't really do 'small games' and I can't stop coming up with more ideas for the project I'm on now, anyway. There's absolutely no way I'll run out of work while waiting on UE4, so for me it's easy - I'll keep working on the things that aren't going to change and the things that are, I'll map out as best I can so I'm ready to rock when the tech arrives.
Yeah definatly, graphs have limitations, though we can represent mathematical data in a number of ways. Im certainly happy I'll get the native boost when creating iterators for my arrays because thats a big deal. At this point Im happy with what I see, the new editor is straight forward with only the important stuff at your fingertips and not alot of tools that are obsolete or that arnt used very often, the UI overhaul will make the editor so much better to use and bring it inline with other professional applications for the first time.
The biggest thing for me is not loosing some of the great concepts we have from UE3, like components, archetypes and the like. Im really interested to see where Epic head from this point on because its obvious UE4 is in moving into full production and will start to be used for making their internal games at some point. This is the true test, we can scream about getting our hands on it now all we like but I know that until its tested in a real world scenario its not worth it, the same people screaming will just be *****ing about how its missing X or X isnt working right atm because its early days.
When Epic says UE4 saved us X amount of time in development of X, thats when it becomes more than a tech demo, it becomes a valuable tool![]()
Last edited by MonsOlympus; 06-09-2012 at 01:44 AM.
The dynamic GI was Brilliant and pretty similar to Square-enix show us with their Luminous but i miss that udk 4 dont have such connection pipeline as Luminous and Maya nor any soft3d out there.
Still using primitive .fbxso we need some change there.
I really like the blueprint and kismet tools shown (especially how it can step through and shows the flow of the current action). However, did anyone notice any changes/additions to the sound portion of UE4?
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I haven't seen anything regarding this yet, but I'm very hopeful we'll get some major upgrades there. The audio capabilities of UDK are pretty basic and definitely lagging behind the quality/customization of the rest of the engine. To me, it seems like the AAA games of the last couple years are finally starting to take advantage of how music/audio improves the gaming experience. As a test, try playing any recent AAA game with the sound turned off and watch the immersion disappear!
I'm crossing my fingers that we'll see something similar to the capabilities of AudioKinetic Wwise included in the UE4 UDK.
As someone who's finally been interested in using the UDK, it is disappointing to hear the consensus on UE4 UDK release dates.
I didn't realize there was a consensus. GameInformer magazine said they're interested in releasing it "much sooner" than the other UDK, and some people here say 3 years.
I just think no one knows right now. Best to just wait for an official word before getting disappointed.
Noone knows, but three years is still within 'sooner'. UE3's unveiling -> UDK took six years.
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every UDK "user" is a free Beta Tester for Epic!
UDK UE4 will come for sure
One more thing i would like to add........ Has any one Noticed that???
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Yes and it has been discussed.
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just trying to build the hype a little more..![]()
By the way.......what are the minimum sytem requirements???
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I'm thinking the UE4 tools will be available to at least licensed developers before the next wave of XBOX & PlayStation gaming consoles. It'd behoove Epic to release a free to use public UDK at the same time, or shortly after. There's a few reasons UE3 is the number one game engine. Obviously it's a phenomenal piece of software that it easily produces beautiful results and does so efficiently. Another reason is that EVERYBODY in the industry knows how to use it. A free to use UDK3 was a smart move. It wouldn't make sense to not do the same for UE4.
I think they will have legal trouble just releasing udk using ue4 straight.away they need to pay for using that middleware
Also some things will need to be rewritten for it to be usable by hobbiest (the old ue3 has a c++ map editor it is now written in c# and native classes where changed to unrealscript to slow the game down ) plus udk does not work on windows 8 so ue4 will lose backward comparability with older windows
And for the screen shot that is also how you write native classes In ue3 ue2 ue1 most files did say made by tim
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