Here’s a summary of my take on this situation: 🤬

  • hisao@ani.social
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    11 days ago

    Arguing about UE5 feels just as bloated and convoluted as using the engine itself! Sorry, I couldn’t resist 😅

    If a slow startup of the editor the first time

    By “one-time learning cost” I meant that to learn how to do a thing in UE5 you will have to spend 95% of time learning things you won’t ever need to understand that 5% that you actually want. Yes, it’s also a one-time cost, but it’s not one-time cost most developers want to pay unless they really need all that compexity.

    It is a philosophical difference.

    It’s a personal productivity difference. If you are able to allocate N hours to make a game and you don’t need most of those features, you will be much more likely to finish that game in time in a simpler engine.

    • NuXCOM_90Percent@lemmy.zip
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      11 days ago

      By “one-time learning cost” I meant that to learn how to do a thing in UE5 you will have to spend 95% of time learning things you won’t ever need to understand that 5% that you actually want.

      That is learning anything that isn’t just “ChatGPT, how do I do X?”. Also, once you learn how to use blueprints you know how to do basically anything a hobbyist game dev would want.

      Which is not dissimilar to Unity or Godot. You learn the basic concepts and then it is mostly a matter of experimenting or looking up how to do isometric camera angles or whatever.

      But honestly? it sounds like you don’t want a game engine. You want a framework. In that case, RPG Maker is great for making a top down square style JRPG. Unreal is great for an FPS. And so forth.