Unreal Engine Side Project: Pt0
Posted: Tue Dec 22, 2020 4:38 pm
I am gonna use this thread to keep myself posting and in touch here, even with my thoughts trailing a bit away from IB right now.
So, driven by curiosity for the ray tracing tech and triggered by the arrival of a 3080rtx (thank you Jer for the congrats ) I dipped a toe into Ureal Engine (UE). I had used Unity for some developing excercise prior working on IB, now I wanted to see how I would cope with the other big engine.
UE is C++ (instead of C#), not too far away, but still lots of new stuff to learn from a coding perspective. To be honest though, I am much more using the Blueprint sytsem that comes with UE. Main reason in the beginning was that it allowed easier and commented, context sensitive access to all the existing prebuild functions. After some time with it I also appreciate the clarity that comes with this visual coding style. It's very easy to reorganize nodes and put them into comment tidy boxes. Like a kid playing with wooden building blocks .
Next up - what the hell is Pt0 about ?
So, driven by curiosity for the ray tracing tech and triggered by the arrival of a 3080rtx (thank you Jer for the congrats ) I dipped a toe into Ureal Engine (UE). I had used Unity for some developing excercise prior working on IB, now I wanted to see how I would cope with the other big engine.
UE is C++ (instead of C#), not too far away, but still lots of new stuff to learn from a coding perspective. To be honest though, I am much more using the Blueprint sytsem that comes with UE. Main reason in the beginning was that it allowed easier and commented, context sensitive access to all the existing prebuild functions. After some time with it I also appreciate the clarity that comes with this visual coding style. It's very easy to reorganize nodes and put them into comment tidy boxes. Like a kid playing with wooden building blocks .
Next up - what the hell is Pt0 about ?