![]() ![]() (Why? Where's the blocker? It would be better if you says Unity terrain system is not good because xxx, and large scale games uses terrains a lot, therefore Unity is not for large scale games. You simply can't make AAA games in Unity. Unity is better and friendlier for indies. Unreal Engine is not suitable for small studio.(What technology in the pipeline made that difference? Why is it higher or lower "grade"?) The rendering is not powerful enough as Unreal. These are some of classic claims I keep seeing over and over, without reasons : Otherwise this article will become like fanboy VS articles out there. If it is "just" better but I am not able to know why, I will state that explicitly. If I say "Unreal is much more powerful in 3D rendering" (this is one of the most popular claim) I would have to say exactly what is it that make the difference, that make it more powerful. The same for outdated section but I usually say Unity version along with it, so if it is kinda old compared to the current date then maybe trust it less? "Objectively" Also something like "previously mentioned" may not exist anymore when I edit out something and forgot that the next topic has reference to it. When I have time to re-read I maybe able to remove duplicates, but if you found them please put up with that. I add things to different sections as I learn over the years and I may not realize I have already said it somewhere. ![]() : Add additional comments section at the end, add section about QA brickwall, update UE's more friendly revenue sharing model.: Added Netcode section based on Unite Copenhagen talk.A new section called "naysayer not welcome". I will not provide verdict like who wins and scores on each aspect like those phone review websites either, I don’t want you to be “too long didn’t read” on stuff. How I get used to Unreal will be via smaller side projects. Also I notice something that generally UE user are very loyal to the engine and try to convert Unity users, while Unity users actively trash talking their own engine. Because I already know what’s not so good in Unity side but not so much on UE side. This article is biased towards bad stuff in Unity. It will probably takes years to complete and make a completely fair judgement. Because I can’t know Unreal throughly to judge objectively overnight. Unity user will be able to follow because you are just as new to Unreal as me while knowing what’s available in Unity. This article is not for Unreal Engine user, because I did not spend time explaining Unity terms. It will come in handy when I see things in Unreal Engine that is sorely missing in Unity, or just recently added but in preview status, or in a development road, etc. I have experience in Unity for 6–8 years, while Unreal Engine is just started around January 2019. or just simply throw this line “try it and you’ll know why it is better” rather than addressing a specific advantage. Most devs I encountered are too “cultist”, worshipping only their own is not enough but must try to obliterate the other side. ![]() Org-mode is another Emacs tool like that.I have been wanting to be able to objectively compare feature parity between different engines for sometimes. You would not be alone in using Emacs just for Magit. There are many to choose from and you may prefer a GUI, but I can recommend Magit which runs in Emacs as the best git interface I've ever used. Realistically, you will always have merge conflict to deal with, and git is providing a great help in calling them out, so becoming expert in a git tool of your choice could be a great time investment. If you can have the devs configure such a canonicalization tool to run as a git pre-commit-hook for everyone and on the master repository, then you may see a decrease in the number and severity of merge conflicts. Hopefully that will be down to a few lines, easily managed. In this way, only the actual changes made to the. M_StaticEditorFlags: 0 m_StaticEditorFlags: 0 For example, the following two files are equivalent YAML, but such variation could cause the type of merge conflicts you described: - !u!1 &6 - !u!1 &6 Order-independent items will be in the same order no matter what tool (Unity GUI or code) was used to make the edit. What might help minimize merge conflicts would be a tool that (re)writes the YAML in a canonical format. unity file format, but it turns out you are in luck, the format is YAML, which managed properly can be close to ideal for diff and merge of data. ![]()
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