Originally posted by _SXX_
View Post
Announcement
Collapse
No announcement yet.
Unreal Engine 4 Released, Source Code For $19 + Linux Support
Collapse
X
-
-
Originally posted by blackout23 View PostI wonder if supporting Mac OS X actually makes sense if you keep in mind that the latest version is being limited to OpenGL 4.1 which is 4 years old.
Compute Shaders etc. only work with 4.3 and higher as far as I know.
Comment
-
Originally posted by log0 View PostI also would think that games would stick with a certain engine version, due to time and budget constraints, so that possible patch maintenance should be trivial.
They don't really care about sharing their code because they can't sell it anyway and code don't actually give any advantage to competitors because code it's not that important for games. Game development industry is pretty open related to sharing of knowledge, you can check SIGGRAPH as example.Last edited by _SXX_; 19 March 2014, 07:35 PM.
Comment
-
Originally posted by _SXX_ View PostMany development studious and publishers use Unreal Engine not for one particular title, but for multiple and in same time they want to use latest version of engine because it's benefit performance that extremely important on consoles.
They don't really care about sharing their code because they can't sell it anyway and code don't actually give any advantage to competitors because code it's not that important for games. Game development industry is pretty open related to sharing of knowledge, you can check SIGGRAPH as example.
Comment
-
Originally posted by log0 View PostStill they don't share the code or collaborate openly.
Originally posted by log0 View PostThat is pretty much the only thing I am questioning here, I don't see how this open development is supposed to work.
Comment
-
Originally posted by log0 View PostStill they don't share the code or collaborate openly. And again, given the low budget for programming and time constraints, why should anyone even care to contribute back to the engine (and then have to pay to be able to ship that code, which even more funny). That is pretty much the only thing I am questioning here, I don't see how this open development is supposed to work.
The point is that major companies can push their changes back upstream, which reduces their work. That way they don't have to port all their patches to each new version that comes out.
I don't think anyone is expecting much real development to come out of this, in terms of moving the engine forward. It's just a convenience thing for their customers.
Comment
-
Originally posted by _SXX_ View PostAlso keep in mind that % of budget spend on programming is pretty small in game development.
Comment
-
Originally posted by smitty3268 View PostYeah, you're missing the point.
The point is that major companies can push their changes back upstream, which reduces their work. That way they don't have to port all their patches to each new version that comes out.
I don't think anyone is expecting much real development to come out of this, in terms of moving the engine forward. It's just a convenience thing for their customers.
It might not be big, but it is a way to offset maintenance const to tech provider.
Comment
-
Originally posted by log0 View PostI don't think you can compare it with linux kernel (which has an open source license that encourages contribution). I also would think that games would stick with a certain engine version, due to time and budget constraints, so that possible patch maintenance should be trivial. Some guesswork on my side here of course...
Comment
-
Question: If one company create a game written in HLSL, there will be enforced by the engine a compatibility layer like GLSL bytecode or source extensions, that will allow the D3D renderer to be seen by an OpenGL driver, or not? There will be dead cases between a D3D renderer and an OpenGL one? It will allow MS friends to play with as adding overhead, or it will stop unnecessary shader compilations and will move Api calls inside shaders to offload Cpu work into the Gpu? Will it be a previous century "MS slave" garbage, or something new? Any game engine that allows for a closed source game to be compiled non JIT (for a specific Cpu architecture) is an "Intel slave" garbage anyway.
Comment
Comment