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Thread 723141357

91 posts 16 images /v/
Anonymous No.723141357 [Report] >>723141425 >>723141454 >>723141504 >>723141578 >>723141905 >>723142163 >>723142490 >>723144087 >>723144935 >>723148070 >>723148173 >>723152015 >>723156493 >>723158054 >>723161974
The Japanese kneel to Unreal Engine blueprints.
Anonymous No.723141425 [Report] >>723144732
>>723141357 (OP)
Fuck that shit. Me and all my homies use Hazelight's Angelscript fork.
Anonymous No.723141454 [Report]
>>723141357 (OP)
took one look at this and i immediately want to play factorio
Anonymous No.723141476 [Report] >>723141627 >>723142072 >>723142316 >>723143949 >>723147278 >>723153073 >>723153552 >>723155876 >>723160808
>tried using UE blueprints
>realize it's retarded
>make my own engine
Ez, the real problem is developers brain-drained all the good programmers back in the 90s and early 00s, none of these people knows a render pipeline from the hole in their dick.
Anonymous No.723141504 [Report]
>>723141357 (OP)
I bet I could fucking rearrange atoms in a molecule chain by using this kind of software
Anonymous No.723141526 [Report] >>723142390
nodes are for retards
Anonymous No.723141578 [Report]
>>723141357 (OP)
I don't like visual scripting.
Anonymous No.723141627 [Report] >>723141765
>>723141476
you know you can just use c++ instead of blueprints right
i have no idea why anyone would make something as complicated as the op in blueprints
Anonymous No.723141765 [Report]
>>723141627
I tried that too but its so hard to interface code with the engine half the time. I tried to make a heightmap and got stuck in their stupid shader/material/whatever the fuck system making more stupid blueprints.
Anonymous No.723141905 [Report]
>>723141357 (OP)
>it looks like a train traffic control system screen
Now I understand why saars love this engine
Anonymous No.723142072 [Report] >>723142172
>>723141476
See you after 10 years with a still unfinished game
Anonymous No.723142163 [Report] >>723142248
>>723141357 (OP)
You forgot how japs programmed, it was yolo code that heavily relied on tick with hardcoded magic.
Anonymous No.723142172 [Report] >>723159075
>>723142072
Full stack dev is too much, I have a job. I just contribute to mod projects and shit these days, none of which use unreal out of spite.
Anonymous No.723142248 [Report] >>723142535 >>723144806
>>723142163
Usually based in a 23 year old engine that's been updated 400 times
Anonymous No.723142316 [Report] >>723142436 >>723145045 >>723146030
>>723141476
...Terry Davis?
Anonymous No.723142390 [Report]
>>723141526
There are third-party solutions like angelsript, also they test the verse language
Anonymous No.723142395 [Report] >>723142524
autists will say "make your own game engine" or "just use another language" while the people in OP pic have shipped a game, what have you done?

>"ermmm i created a uhhh.... tetris game in assembly code having 2d graphics"
cool, you're a nobody kys. normies won't be impressed something like that
Anonymous No.723142436 [Report]
>>723142316
I wish, but I've made shitty games in pure c++ and opengl with few libraries (mostly because after about 15 minutes of shit documentation I say "AH FUCK IT I'LL WRITE IT MYSELF)
The problem is my code is rarely divine intellect, it works but it's never efficient enough.
Anonymous No.723142490 [Report] >>723142567 >>723142623 >>723143602 >>723150679 >>723160271
>>723141357 (OP)
Is blueprints the reason UE5 games all run like shit? Because this doesn't look efficient at all.
Anonymous No.723142524 [Report]
>>723142395
I'm in the credits of 2 games as programmer, asphalt 6 and modern combat, yes they're shitty phone games, but wHaT hAvE yOu dOnE?1!
Anonymous No.723142535 [Report] >>723142662 >>723144806
>>723142248
MT Framework mogs the shit out of Slop Engine 5.
Anonymous No.723142567 [Report]
>>723142490
Not all, Satisfactory looks and runs like a dream, so I assume it's 99% on the devs. They've already lost by choosing the easy path.
Anonymous No.723142623 [Report] >>723143816
>>723142490
>how engine UI looks affects game performance
based retard
Anonymous No.723142662 [Report] >>723142723 >>723143067
>>723142535
I hate slop engine 5 but I simply cannot agree, monster hunter worlds looks like a game from 2007 no matter how many layers of upgrades that shitty engine took.
Anonymous No.723142723 [Report] >>723142769
>>723142662
>game engine creates graphics
We have a wholesale of hot takes today
Anonymous No.723142769 [Report] >>723142952
>>723142723
The fuck do you think a game engine does? You feed it a position, a model, and it renders that.
Oh is the script interpreter your favourite part?
Nobody sees that shit!
Anonymous No.723142952 [Report] >>723143031
>>723142769
If a game's models, graphics, or animations look outdated, it's not because of the engine, because the engine didn't produce those things, it just presents them in the way the devs made it to.
Anonymous No.723143031 [Report]
>>723142952
Ok the run crysis 3 level models on super mario 64's engine, go just import one of them. Make sure to tessellate it, since any engine can just do whatever the fuck it wants graphically, and operate on as many polygons as is calculable with the hardware at your disposal, right?
Do you even understand what SCALE is you fucking retard?
Anonymous No.723143067 [Report] >>723143209
>>723142662
>monster hunter worlds looks like a game from 2007
It looks like PS4-era game. Because that's what it is.
Anonymous No.723143198 [Report] >>723143301 >>723143995
I saw this when looking at a Blueprint at my studio. The problem is game designers have unprecedented responsibility to write game logic. In the past the more normal workflow was a designer and programmer working in tandem, but now designers just write code themselves and it's awful.
Anonymous No.723143209 [Report] >>723143397
>>723143067
It's running a ps2 game engine and it looks like a ps3 game at best thanks to 15 years of engine updates.
Anonymous No.723143301 [Report] >>723153305 >>723153471
>>723143198
Jesus christ it's like when a jr programmer finds out about a switch statement and you can't beat the living fucking piss out of him before he mistakenly uses it.
Anonymous No.723143397 [Report] >>723143530
>>723143209
This is just disingenuous.
Anonymous No.723143530 [Report] >>723143640
>>723143397
Wiiu isn't even half the power of a ps3, and that's a pc render in 1080. Monhun worlds runs at 30-45 fps upscaled 864p on ps4.
Anonymous No.723143602 [Report]
>>723142490
Mostly because Lumen, and Nanite are CPU-intensive, so if you enable them, you have a pretty small window for anything else, there was CDPR presentation about it. Blueprint strikes during the traversal stutters, because nobody uses static meshes anymore, everything modular and generated and this shit is controlled by blueprints
Anonymous No.723143640 [Report] >>723143757
>>723143530
Just like every other PS4 game.
Anonymous No.723143757 [Report]
>>723143640
Compare it to something like the last of ass 2, which despite being a terrible game looks solid on ps4. The difference? It's an in-house purpose-built non-ps2 engine.
Anonymous No.723143816 [Report] >>723144158
>>723142623
Blueprint does affect performance, it’s not true C++ it’s an interop layer that makes VM calls. The CPU overhead is measurable. But it also doesn’t usually matter because it’s hardly ever the bottleneck, it wastes an ms of CPU time that’s normally spent on the “Wait” op while the GPU finishes.
Anonymous No.723143949 [Report]
>>723141476
Look at this retard, look and laugh
Anonymous No.723143995 [Report] >>723144257
>>723143198
Speaking as an absolute amateur dev who had to unlearn a lot of awful programming practices: UE makes it way too easy to do everything on one graph instead of declaring functions and wrapping shit up in them. It seems positively eager to do event calls rather than declared functions. It’s teaching devs to do this.

Same with the CastTo problem: you can’t make casting a one-click operation and generating interface calls take 3 full minutes across multiple windows and then blame dev error when cast-driven dependency chains clutter everything up. YOU were the ones who developed this tool so artists and level designers could script without being programmers. Of course they’re gonna do that, they had no way of knowing the consequences.
Anonymous No.723144029 [Report]
Why hasn't japan made an unreal engine competitor?
Anonymous No.723144087 [Report]
>>723141357 (OP)
We replaced coding for this turbo dogshit slop. This is why all UE5 games look and feel the same, it's streamlined GARBGE
Anonymous No.723144158 [Report] >>723144354 >>723152105
>>723143816
and on ue4 you could nativize it to c++.

whyd they remove that in 5?
Anonymous No.723144257 [Report] >>723144428
>>723143995
You're correct but also features are (generally) designed to make it easy to do proper workflows. The problem is this tends to also make improper workflows easy too, and there's no reason or value in adding guards to prevent people from doing things just because they refuse to learn. Part of the problem is the UE marketing team trying to convince people of retarded ideas like a BP-only game made by people who don't know how to code.
Anonymous No.723144354 [Report]
>>723144158
Because it was an unreliable operation that produced illegible spaghetti code and broke more often than it compiled (though it did create CPU cycle speedups). I think the real answer is Verse, by creating a scripting language that’s akin to BP on top of C++, they’ll have a way to “nativize” BP to Verse directly much more cleanly, and then can focus on whether Verse can be compiled to C++ instead of running on the interop layer at runtime in a packaged game.
Anonymous No.723144428 [Report]
>>723144257
>retarded ideas like a BP-only game made by people who don't know how to code.
That’s my game. I can’t write actual C++. But I still had to learn a lot of best practices around code structure to make clean, reusable, scalable stuff.
Anonymous No.723144732 [Report]
>>723141425
>Angelscript
Oh god what the fuck I hate this language so much
Anonymous No.723144806 [Report]
>>723142248
>>723142535
MT framework was fine.
Not great, but not terrible.
RE Engine however is absolute cancer.
>Its merely a coincidence that both monster hunter wilds and dd2 run like absolute garbage
NO
There is something horribly wrong with this engine.
Anonymous No.723144935 [Report] >>723146396 >>723147217
>>723141357 (OP)
No wonder shuttering is everywhere in nip games. They run terribly on my PS5 Pro.
Anonymous No.723145045 [Report]
>>723142316
but terry said that computers went wrong when they made for the 13% gang, which japs aren't
Anonymous No.723145464 [Report]
I hate this ComfyUI design. How can anyone work with this spaghetti shit?
Anonymous No.723146030 [Report]
>>723142316
>a guy living in his mom's basement
>no job
>creates a toy OS
>somehow this is considered an example of intellect
Anonymous No.723146396 [Report] >>723146407 >>723146745
>>723144935
wut game ?
Anonymous No.723146407 [Report] >>723146816
>>723146396
Silent Hill F
Anonymous No.723146745 [Report] >>723146816
>>723146396
blindsama...
Anonymous No.723146816 [Report] >>723146910 >>723147262
>>723146745
>>723146407
thanks, pic didnt load for me, im fuckng up on my job, im wfh right now on and wasnt thinking clearly after hearing i could get fired soon
Anonymous No.723146910 [Report]
>>723146816
np bro, good luck with the job thingy.
Anonymous No.723147217 [Report]
>>723144935
Question cuz i dont know how this works.

Lets say you have a 4k tv and a ps5. Can you tell ps5 or tv to display at 1080p only? Or does it always try to fill in the 4k resolution? As a person who thinks 1080p is more than adequate, i feel like situation on your pic doesnt happen if your not a resolutionfag
Anonymous No.723147262 [Report]
>>723146816
stop being lazy from home and go to office to gain trust. afterwards you can be lazy again
Anonymous No.723147278 [Report]
>>723141476
>make my own engine
Enjoy wasting your time
Anonymous No.723147348 [Report]
Jeetscripting vibes radiating from that pic
Anonymous No.723147704 [Report] >>723150182
Can't they at least organize them?
Anonymous No.723148070 [Report]
>>723141357 (OP)
Japanese do be like that frfr
Anonymous No.723148173 [Report]
>>723141357 (OP)
>makes your game run like dogshit
LMAO
Anonymous No.723150182 [Report] >>723150823
>>723147704
It's not japanese way of doing it, nobody could fire you if only you understand your spaghetti
Anonymous No.723150679 [Report] >>723152196
>>723142490
Blueprint overhead is 3 nanoseconds a node.
Retards who would make that relevant would code terrible c++ and it wouldnt make a difference
Anonymous No.723150823 [Report] >>723155068
>>723150182
Not true at all, nowadays companies will just hire a person to replace you and his first task will be "understanding the inherited codebase"
It's not the 90s anymore, companies now just tank issues by throwing money at them and will replace you in a heartbeat

Source: Wagie on the industry since 06
Anonymous No.723152015 [Report] >>723152996
>>723141357 (OP)
fun fact if you feed your blueprints to AI you get +90% fps increase for free
Anonymous No.723152105 [Report]
>>723144158
IIRC they said that you are just supposed to use blueprints for early prototyping and certain event response stuff like hooking up FX so it was not worth maintaining (it was always really finicky anyway).
Anonymous No.723152196 [Report]
>>723150679
I doubt this when I've seen a single bp tick function just checking a bool every frame taking up more time than an entire custom physics simulation written in C++.
Anonymous No.723152453 [Report]
The huge number of ue5 games that run terribly is a good indicator of the engine being bad.
Anonymous No.723152848 [Report]
But the worst part about blueprints is that everything is public and mutable by default. The second worst part is that you can't cut and paste to refactor without doing it member by member and even then it helpfully deletes half the nodes.
Anonymous No.723152996 [Report]
>>723152015
AI shit itself with blueprints, unironically, it will suggest your C++ code instead of blueprints, visual scripting is probably a nightmare for llm
Anonymous No.723153073 [Report]
>>723141476
For anything 2D it's often easiest to just use a framework in your preferred language than any engine but if you're making a 2D game why are you trying UE?
Anonymous No.723153305 [Report]
>>723143301
You dislike switch statements categorically? Are you retarded?
Anonymous No.723153471 [Report] >>723153720 >>723153773 >>723158712
>>723143301
are "muh switches" even a problem anywhere outside of dumbass parrot cage that is /v/? i think this was a big talking point when yandev's code was leaked, but latching onto if/else chains was pedantic considering all other problems there
Anonymous No.723153552 [Report]
>>723141476
based
Anonymous No.723153720 [Report]
>>723153471
Whether they're a problem or not largely depends on the scope of the game, it's objectively not optimal when we're talking about dozens if not hundreds of statements but if your game is fucking Balatro or something like that then it's just retards being pedantic for the sake of fitting in and looking smug to other likeminded retards.
Anonymous No.723153773 [Report]
>>723153471
The problem is when instead of using an event-driven architecture that executes code when it's time to execute code, the entire thing just walks a boolean tree of every possible goddamn game state every frame. This is a stupid way of building your codebase.
Anonymous No.723155068 [Report] >>723156910
>>723150823
Oh, you've been working in JAPAN since 2006? Gaijin-san, sugoi
Anonymous No.723155876 [Report]
>>723141476
it's Jonathan Blow you guys
Anonymous No.723156493 [Report]
>>723141357 (OP)
Kind of reminds me of NI LabView
Anonymous No.723156910 [Report]
>>723155068
from somebody who actually works in japan
it is basically impossible to fire employees even if they cannot or do not do their job at all
even the old methods of giving them nothing to do or moving their desk to the parking lot now can get your sued
so you just have to deal with them being dead wait forever
Anonymous No.723158054 [Report] >>723158801
>>723141357 (OP)
Wait, are you telling me I can make a game in UE5 without writing code? Just moving little boxes around?
Anonymous No.723158712 [Report]
>>723153471
Switch statements have plenty of use cases and compilers will optimize it just fine for even bad use cases. The bigger problem is maintainability. When you have a massive hundred case switch statement it becomes near impossible to fix or change things when you look back on your code in 4 months time
Anonymous No.723158801 [Report]
>>723158054
You'll need C++ for advanced stuff like world generation from Minecraft for example. People been saying it's like C# scripting in Unity game engine, but I never used it before.
Anonymous No.723159075 [Report]
>>723142172
name 5 mods you contributed to
Anonymous No.723160271 [Report]
>>723142490
No.
Node editors for complex pipelines are obviously inferior to just writing some code.
But that doesn't necessarily make it perform a thousand times worse.
There will be *some* overhead, but it could be so miniscule if done right that's its an good solution performance wise.

The real problem is their auto-LOD solution called nanite, and their auto global illumination solution called "who cares, I don't."
and the reliance on blurrying everything via temporal anti aliasing.

What they advertise to devs that they can just import uncompressed art assets and 3d scans literally gigabytes in size, and that the engine will just handle everything automatically.
Anonymous No.723160808 [Report]
>>723141476
Congrats on wasting years of your life instead of just making your game.
Anonymous No.723161806 [Report]
Strike vector was made in unreal engine 3, so with that anecdotal evidence i conclude that unreal engine 3 is the best version of the engine and all other versions suck
Anonymous No.723161974 [Report]
>>723141357 (OP)
Jezus, no wonder all those games are shit optimized. Spaghetti inside the spaghetti.