6 KB, 849x1024) google iqdb 96 KB Unwatch Thread /agdg/ - Amateur Game Development General Anonymous 18 hours ago No.205074983 > Next Demo Day 19 itch.io/jam/agdg-demo-day-19
> How to Webm obsproject.com gitgud.io/nixx/WebMConverter Anonymous 18 hours ago No.205075217 1509060971609.png (1.32 MB, 1100x732) google iqdb 1.32 MB Has Boku got a Switch dev kit yet? Anonymous 18 hours ago No.205075274 So, games like Castlevania on the GBA created giant enemies made
Caleb Brown
frist
Samuel Campbell
Bokube is 100% sure it's bad graphics card.
Radeon is AMD, not intel, and it's able to run Assetto Corsa at 60fps at medium settings and native screen resolution. Put your name back on, Bokudev, then go fix your game. My GPU is not the problem. Your shitty code is the problem.
Grayson Nelson
You're a prick.
Jaxon Walker
It is. I know the guy. He said it's his.
William Scott
That one on the left. Hnnnggg
Bentley Ross
That op is a clusterfuck desu
Samuel Perry
this would've taken like a minute in Unity.
Colton Scott
Proper thread proper thread
Jordan Garcia
He is a tranny now and ruined himself with huge balloon tits
Parker Sanchez
fuck off m8, it's just a picture.
William Williams
Here's the real new proper thread guys:
Xavier Rogers
stop spamming
Chase Sullivan
Why people say you don't need to learn C== to create a game in UE? Won't that make your game an unoptimized mess? Also if you know almost zero about coding is it possible to start learning with C++ or do you HAVE to learn C first?
Oliver Young
Here's the proper thread
Jace Nelson
You don't have to learn C first. C++ is easier than people make it out to be. Just don't be stupid.
Kevin Peterson
No this is the proper thread:
Sebastian Lewis
So, where is the best place to start? I'm looking at udemy's videos right now and while they sound well structured, the guy's voice is pretty annoying.
Nathaniel Carter
you don't have to but it's easier because C is cleaner and simpler so you can focus on learning the basics better and not get confused by the amount of feet that have been glued to the octopus over the years.
blueprint is fine.
Ryder Clark
You can just use blueprints in UE, no need for C++.
Luis Sanders
Blueprints make your game an unoptimized mess. Don't do it.
Probably in game engine, since that is basically "pre-set" information and a shader needs to work in real time.
Depends on your game though, the different will probably be negligible at the end of the day for most people.
Kayden Rogers
Is it possible to create a really well optimized game using only blueprints?
Asher Evans
What ever happened to that black and white game that had small planets, it was 2d and a few of the webms showed entering a rocket and flying to other planets, going underground and talking to some tentacle or something.
A face portrait of a girl was a reaction pic around here for awhile.
Adrian Wilson
which one is better for performance? scaling texture in game engine or in shader?
Christopher Martin
Don't listen to user. Blueprints are fine as long as you use them properly. UE didn't add that feature for nothing. Sometimes even blueprint-based games are more optimized than C++-based, depending on the developer.
Jose Anderson
>not get confused by the amount of feet that have been glued to the octopus over the years Isn't that similar to how programs like photoshop and blender are nowadays? There's so many new stuff being added every year you don't even have the time to get acquainted with a tool before it becomes replaced with a new one. >Don't do it. So where do I start learning C++ and which compiler is the best one? Is it possible to use UE to do those lessons that books and online classes give you?
Lucas Gutierrez
Probably in game engine, since that is basically "pre-set" information and a shader needs to work in real time.
Depends on your game though, the different will probably be negligible at the end of the day for most people.
Cameron Howard
You should always pre-bake whatever data you can. If you need the scaling to be dynamic, then you might have to do it in shader, but if it doesn't then you should absolutely do it offline.
Avoid making any unnecessary code in shaders. Every operation in a fragment shader, for example, needs to be performed per-pixel in the scene. It can get very, very expensive very quickly.
Dominic Cooper
>Don't listen to user Alright, all I'm asking from both of you is to explain your point of view, how exactly can those be optimized? What can a developer make using C++ on UE that he can't using Blueprints?