jkeywo / KGE

Kiwi Game Engine for 2D games
MIT License
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KGE vs UE4 #42

Open jkeywo opened 10 years ago

jkeywo commented 10 years ago

Would it not be easier to use UE4 and write plugins for any features we feel are missing? What we need to support:

Visual scripting - supported in UE4 Integrated tools/game - supported in UE4 Network - supported in UE4 Save/Load - supported in UE4 2D graphics - supported in UE4 2D physics Modding Reusable Game Components Procedural Content Generation

Some research needs to see if the last few requirements are either supported or easily included via plug ins. If so KGE may be better existing as a series of UE4 plug ins.

VitM commented 10 years ago

How is 2D physics different to 3D physics with 0 z components in all the vectors? I imagine it's slower than straight up 2D, but to my first glance, we should be able to mimic it. Although, that is "common sense" without even looking at UE4.

Any chance of you getting it on a laptop and us having a play during lunch? I've never been good about investigating IDE's by myself.

jkeywo commented 10 years ago

How you do it in Unity is use 3D physics and restrict movement in 1 axis, so it's probably fine.

I can load it onto a laptop, yes.

jkeywo commented 10 years ago

I've run through the programming and level editor video tutorials (there's only 1 short programming one :( ), and so far I've learnt that indeed, 2D physics works with constraints, and you should be able to create actors that include those restraints by default.

Blueprints look like a components system, with visual scripting on top, and you can write up new components in code. i'm going to run though the Blueprint tutorials later today and make sure it all looks appropriate.

VitM commented 10 years ago

Am I right in thinking there is as yet no Linux support? Linux is definitely a big deal for us, I think.

jkeywo commented 10 years ago

Currently supported: Windows PC, Mac, iOS and Android In development: Oculus VR, HTML5 and Linux (Source: https://www.unrealengine.com/faq)

So the question becomes, how long until they support it? If it's going to be less than a year then I don't see a problem.

jkeywo commented 10 years ago

Just finished the blueprint tutorials, they are exactly what I thought they were, so that's good.

Tomorrow I'll look into coding properly (adding new components/events/modules and generating actors and meshes at run time).

jkeywo commented 10 years ago

Unreal programming guides: https://docs.unrealengine.com/latest/INT/Programming/index.html https://wiki.unrealengine.com/Entry_Level_Guide_to_UE4_C%2B%2B

jkeywo commented 10 years ago

Linux support is coming in 4.1 (later this month)

Generating meshes: https://wiki.unrealengine.com/Procedural_Mesh_Generation

jkeywo commented 10 years ago

Sad as I am saying this, I've really leaning towards learning UE (and writing some clever plugins) over continuing KGE (at least putting it on hold).

VitM commented 10 years ago

I'm afraid I like UE as well. I am lazy, and it really does seem to do beautifully some of the things we wanted.