A single autist on patreon develops by himself an engine in two years that can compete with unity and unreal

wow, so this is the power of autism.

Other urls found in this thread:

github.com/jagregory/abrash-black-book
unrealengine.com/en-US/ue4-on-github
gnu.org/philosophy/open-source-misses-the-point.en.html
twitter.com/SFWRedditVideos

Assisted by a fuckton of amateurs on GitHub.

I don't think that's in the same tier as UE4.

for being the work of just one dude and some random guys over the internet, is pretty damn impressive.

How hard is it to actually make a game engine that could compete if not be superior to stuff like CryEngine or Unreal?
Could some random indie studio on a budget of drinks, pizza and electricity develop it by themselves just for shits and giggles in their free time or do you need hundreds of "professional" $185,000 salary codemonkeys and millions of dollars in a professional state-of-the-art working environment?

I know nothing about this.

I doubt anyone can really answer this since no one has such experience. You can make a Quake-like engine completely alone from scratch in about two years or less. From there it's just more "features" on top of that skeleton.

Literally every word from any company's mouth regarding the "it's so expensive goy" is a lie. All of it is designed to demoralize potential competition and keep all the grant money to themselves.

I would say it depends on your skills.

Godot dev has made in two three years something better than game maker.

It already competes with unity for indie games, even simpler 3D ones.

Godot 3.0 actually seems to be a big deal.
It will be the blender of game engines.

You can always try starting with this big boy.

That\s a big book.

for you

for you

I wouldn't mind, but at least be honest. Come on.

About 5 to 10 programmers can build one, of course most people use third party middlewares like Speedtree since it speeds up development time by a ton.

I read overlord, that book is a pamphlet to me.

so it wasn't just one guy

pdf plz

The 90s are over lad, you mean EPUB.

It's actually free now. You can find the PDF somewhere on the web ("However, the structure (multiple files) and the format (PDF) result in a poor user experience on an ebook reader or other mobile device.") but there's also a version fixed by fans that comes in HTML, EPUB and some other formats: github.com/jagregory/abrash-black-book

Making an engine isn't that hard if you have a good understanding of maths, it just takes time.

Books that big really ought to be hard bound. Soft bindings like that don't hold u- OH. Right. Shekels.

It was just one autist who did 90% of the work.

>literal BBCB
really makes you think

Literally the easiest part, Unity and UE4 are successful due to documentation, decent support, asset shops and good tools. Rendering is a non-issue. Unity games look like shit because of hacks using it, not because of the engine

unity and UE4 are propietary trash.

come on.

What do I get in return?

Are you retarded?

unrealengine.com/en-US/ue4-on-github

I guess when you're surrounded by so much shit, even a slightly more polished turd looks like gold.

Open-source doesn't imply non-proprietary.

Sure thing fam.

Stop being so illiterate. Yes, you can see the source code of Unreal Engine 4 and even modify it for your own project, IIRC. But you legally can't redistribute it and publish the modified versions of it. Read a book, nigger: gnu.org/philosophy/open-source-misses-the-point.en.html

Funny because the only accurate thing you said was in spoilers.


I haven't looked at UE4's license in a while, but don't you have to shell out 1/4 of your game's profits to Unreal if you use it?

...

Just because it's paid for doesn't mean it's not free software.
It's just that basically all free as in freedom software is also free as in free beer so people assume free software means both ways.
UE4 isn't free software, but just saying.

It's 5% right now.

Both Unity and UE4 require you to sare a certain percent of your income per product after you earn a certain amount of money. For UE4 it's 5% after $3000. Not sure about the Unity. Obviously it also depends on your "plan".

they can also shut you down if you make "inappropriate" stuff with their shit

< good tools are bad because I am a retard
I mean, I'm not going to be a smarmy dick and act like good support isn't important, but holy shit you are dense, user.


picrelated

Not sure about shutting down but, IIRC, they requested the developers of Hatred to remove the UE4 production logo from the game.

Outerra is being developed by a bunch of Eastern European faggots.The engine does things no other engine has ever achieved to this level of detail on top of being able to integrate with different middleware solutions such as the one shown on the video thanks to a robust physic handling system.

An /ara/ and a hug?

CryEngine is easy to beat, the only claims to fame are its demo games that are the Crysis series. Nobody has lived up to its potential because the documentation is very poor, and everyone that isn't CryTek has failed to capitalize on it.

Unreal, on the other hand, has a lot more convenience features. Ripe documentation & tutorials, currently accepts models for their P2W games, compilable under Linux (although how is sketchy), and compatible under every modern platform. The only issues are the cuts (5% after $3,000 every quarter) and the potential censorship (no pornographic games, "use your best judgement", etc.).

Godot has the advantage of using the MIT license alone, which doesn't give a fuck about what you use it for, so long as they're credited. So you can create anything you want, and submit pulls to make the engine better for your needs.

As for budgeting a team, depends on who your "friends" are. If you can get hotpocketers to contribute to the alpha and redo the assets when you get the big boy budget ala YandereDev, sounds easy enough. But, if you're talking people off the street or on freelance forums, you're going to get scalped or they'll decline you because their bachelor's at CS is too great a cost. So, be prepared to do the starter work yourself (enough for a proof of concept) and have an elevator pitch that says when this will be profitable and ready for launch.

I believe the US military has purchased and developed a version of Outerra for massive multiplayer combat scenarios which they use for training military personnel in any weather condition on any terrain imaginable. We fucking need a game like that.

...

Yeah, I can imagine.

60 years later when all the documents about it are decomissioned we find out it never even worked, too.

Things that only happened in OP's empty head ITT?

also, lol @ dat shilling itt

Neat I guess. Now only if it had any video games made in it.

Nice thumbnail, whore.

here you go, 289db9.

You didn't even actually give it to him. Monster.

if he wants it he can pick if off the ground

...

Blocked.


Titan has the exclusivity of Outerra for military proposes. The main guy behind Titan is David Lagettie, the same guy that started the first military simulator VBS.
The idea is to have several solutions for military training, that includes JTAC simulators (kind of like an RTS where trainee control unit movement based on real scenarios, it is aimed to improve decision-making), vehicle specific simulators (they showed some helicopter sims a couple of years ago) and so on.
The closest they have to a game is Titan Vanguard, which is supposed to be an infantry simulator.

The current state of the engine would not allow to make an actual commercial game out of it, but technologically speaking, it still is a very impressive feat.


#SAVAGE
S
A
V
A
G
E