UnrealEngine
CRYENGINE
Our great sponsors
UnrealEngine | CRYENGINE | |
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122 | 9 | |
- | 943 | |
- | - | |
- | 0.0 | |
- | over 2 years ago | |
C++ | ||
- | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
UnrealEngine
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Two handy GDB breakpoint tricks
Visual Studio has a related annoying habit when navigating the call stack (the caller's scope is considered closed if the callee is syntactically its tail) so I wonder whether this workaround would be useful for it as well.
See also this comment in the Unreal Engine code about putting a nop in before as well: https://github.com/EpicGames/UnrealEngine/blob/26677ca1b3c97...
// Q: Why is there a __nop() before __debugbreak()?
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Sane C++ Libraries
> you can still use it with smart pointers provided by any other library
Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?
Certainly, not everyone needs it.
...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.
Was that no the point from the beginning?
unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.
This does seem like a very opinionated decision with reasonably unclear justification.
[1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
- Not only Unity...
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Unreal Engine 5.3
It is not publicly available. If you click on this link you get a 404 page: https://github.com/EpicGames/UnrealEngine You actually have to go and subscribe, agree to their terms, and then you get to view the source code. It happens to be free, but it is by no means "public".
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I always have bad timing, was literally just about to try out v5.2
https://github.com/EpicGames/UnrealEngine/tree/5.2.0-preview-2 For anyone wondering
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Depending on the order multiple movies in "Startup movies" cause game to crash.. UE5.1
Like I said before, you have the fixed code here (commit: 23937975).
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How to create a moddable game?
Before you can access the repository at https://github.com/EpicGames/UnrealEngine, you must: be an Unreal Engine subscriber. have a GitHub account. have associated your GitHub account with your Unreal Engine account as described on the UE4 on GitHub page.
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W.I.P on my Open-World time traveling game. Experimented with Lumen + Nanite and found a way to maximize performance!
What you need to do is follow this link and diff my file with Epic's file. You can grab settings that I have from mine and plop them into a custom one for yours. Just be mindful if you're developing in VR for what settings you bring over.
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As a Unity user, watching Unreal Engine at GDC 2023 made me sad and jealous
Originally it was going to be NetworkPrediction (need to be signed into a github account with Unreal Engine access for that link to work), but since David Ratti left Epic that died and they stopped working on it. (I didn't know it was dead, that was the CMC replacement I was referring to)
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This unironically happened at my work today. We'll *definitely* be fitting that one into the next sprint...
Found this while looking through UE commits
CRYENGINE
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Steam vs Epic vs Trolling
False. See for yourself. They openly state that you can "Use CRYENGINE for free. 5% royalty applies when you ship your project. Your first $5K annual revenue per project is royalty-free.".
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Can someone explain this killview?
yeah, I think you're right there. I know the feeling of being on the other side of the problem, so I can relate with the crytek guys. they need to get their shit together, sure, but they are human beings and these problems are really hard. I mean, head over to github, there's a version of the cryengine there for you to read and comprehend if you like. check out the collision detection :)
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Is Factorio more addicting?
I'd wager that somewhere around 99% of games for sale on Steam from large shops to small indie games are either created with Unity, Unreal Engine, or CryEngine (Amazon's Lumberyard is a close relative of CryEngine).
- CRYENGINE | The complete solution for next generation game development by Crytek
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Should i change programming language?
I have very high hopes for Godot. Besides, if you're the sole developer of a side project, you don't want to use what the AAA titles use. Have you seen the length of the credits on those things? If that's the path you want to go down, then you might as well give the cryengine a go, get yourself a license to some mocap software, etc lol
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Where can I find level editors for currently popular games?
Unreal Engine, Valve Source Engine, Crytec, and Unity are the big ones. I suspect that’s what people mean when they say this. There are a few others, but they are either used in less popular games, or they are proprietary engines that are not publicly available like the Snowdrop Engine. I know some PC games would ship with the editor too, although it’s been a long time since I’ve done any mod work, so I don’t know if that’s still the case.
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Godot You Want To Make A Videogame
The proprietary options of Unity, GameMaker Studio 2, Unreal Engine, and CRYENGINE.
- The complete guide for open sourcing video games
- Cyberpunk 2077, Witcher 3 source code reportedly already up for auction following CD Projekt hack
What are some alternatives?
capnproto-rust - Cap'n Proto for Rust
Amazon Lumberyard - Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.
Defragr - Precision movement FPS with physics ported from Quake 3 CPMA. Made with UE4
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Quake-III-Arena - Quake III Arena GPL Source Release
Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU
Smooth-Networked-Movement-Plugin - Public Repository so anyone can push updates to the plugin. [Moved to: https://github.com/Reddy-dev/SMN2]
Oxygine - Oxygine is C++ engine and framework for 2D games on iOS, Android, Windows, Linux and Mac
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
Wolf Engine - The Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
RaZ - Modern & multiplatform 3D game engine in C++17