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Miro

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Posts posted by Miro

  1. Nothing, the point is not needing expensive and complicated 3D collisions.

    3D collisions are not that much different from 2d collisions, You basically get an non-axis aligned collision code and make sure every collision node is convex, otherwise convert to make them convex, and you're set (well you could use a quadtree to select all objects in that "2d" space, and then do 3d collision checks with them). All the collision would be is a dot product for every axis.

    Another good idea for collisions, is having multiple collision "steps", check for a bounding box around the objects, if collision, go to a bit more detailed collision box and check with that until you have the original collision. This is actually faster than checking all original collision boxes (the more you know~)

  2. C#, in my opinion, is a beautiful language, compared to C++. While it may not be as "fast" as C++

    C++, in my opinion, is a beautiful language, compared to C#. While it may not be as "slow" as C#

    Beautiful? Powerful, of course, but beautiful!?

    It was partly a pun. Yes, It's powerful, and its REALLY not that bad to read once you get used to it. the newer c++ versions has some really nice features too.

    I just think UE is better, because of performance and visuals.

  3. They're built for 3D visuals, but that doesn't need to have any effect on the internals.

    I just don't see the point of having 2d calculations. What would be different besides some collision checking? 

  4. I would choose UE4,

    C++, in my opinion, is a beautiful language, compared to C#. While it may not be as "slow" as C#, It is much more interesting than C#.
    I personally want UE4 because it's "less" work to make it graphically appealing, I've also done unity, and I'm personally ready for something new, and c++ is my main game programming language that I've been using. The blueprints don't
    necessarily have to be used, or there could be c++ scripts which expose the values for non-programmers to modify. Unity CAN be beautiful, and it CAN perform well, But i personally think its just not the good engine for an MMO, and when working with unity, I've always hated the clutter of scripts and game objects it can become, because every script you write, HAS to be an object in the world (or I've not found an other way yet.)

    I think for an MMO, performance is a really big game changer (who wants to play a beautiful mmo at 2fps?), MMO's tend to have alot of things to render at the screen (think of raids in mabinogi.. all the lags..). I think with UE4 we'd have a bit higher quality-performance potential.

     

  5. Since we already had a bit of a discussion on the chat, I feel like a forum topic would be nice to keep stuff together.

    What kind of things would you want to see in the possible game we are making? What features? What Lore? What Artstyle? Discuss :)

  6. I'd definately say that C++ and C# are your best bet for game development.

    C++ is (arguably) faster if used correctly, and is the dominating language in AAA game development. With c++ it can be a bit easier to get into low-level stuff, however, c++ can be harder for beginners to start with.

    C# is more dominating in the indie field, since its easier (and faster to write) than C++ code, however, It might come at a performance decrease and its pretty Windows-specific. With c# going opensource (this is happening right?) and Mono, It's more cross platform than it was a few years ago. I'd say c# is still relatively a new language.

    It's pretty much down to preference and your goal in what language you want to choose (Do you want to be an optimization madman and have the fastest running raytracer? Try c++, Do you just want to make a fun game, Even if MIGHT be lower performance than it could be in c++ (or assembly, we all love assemly do we?), choose C#).

    If you really don't know yet, I'd suggest starting with C# to understand how programming works, then moving to c++. Doing c++ or an web language like php first would work too, Again, it's all down to preference.

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