[Zatvoren] Unreal 4 engine za budući TS
nisam baš upućen u programiranje..podrazumijeva li UE4 i prelazak na DX10 odnosno 11 ili to nema veze s tim?
Ovo je kopirano sa unrealove stranice:
What features are included with Unreal Engine 4?
Unreal Engine 4 gives you all the features you need to make just about any game you can dream up! When you get UE4, you have all the rendering horsepower to make a cinematic experience like the Infiltrator demo, and you can also build really simple games like side-scrolling platformers and match-three apps. That call is totally yours to make.
UE4 has many integrated systems, tools and features. There are too many to list!
Here's the abridged version: UE4's DirectX11 rendering features include full-scene HDR reflections, thousands of dynamic lights per scene, artist-programmable tessellation and displacement, temporal anti-aliasing (TXAA) and IES lighting profiles, just for starters.
The new UE4 material pipeline makes use of physically-based shading to give you unprecedented control over the look and feel of characters and objects. Layer materials and fine-tune values at the pixel level to achieve any desired aesthetic.
UE4’s robust Cascade visual effects pipeline provides fast, low-cost GPU particle simulation and a collision system that interacts with the depth buffer. Millions of dynamic particles can receive and emit light within a scene, and you can control many particle properties, including size, color, density, falloff and bounciness. You can also use Cascade to create fire, sparks, smoke, dust, rubble and anything else that can be powered by particles.
Blueprint visual scripting is incredibly empowering! Blueprints enable anyone to rapidly prototype and build playable content without touching a line of code. Use Blueprints to author level, object and gameplay behaviors, modify user interface, adjust input controls and so much more.
Built-in Blueprint debugging enables you to interactively visualize the flow of gameplay and inspect property values while testing your game. You can even freeze the game and inspect its state by setting breakpoints on individual nodes in your Blueprint graphs.
UE4 Code View saves time by allowing you to browse C++ functions directly on game characters and objects and then jump straight to source code lines in Visual Studio to make changes.
Make updates to gameplay code while the game is running with Hot Reload. This tool allows you to edit C++ code and see those changes reflected immediately in-game without ever pausing gameplay. Examine your creations from every angle through Play, Simulate and Immersive modes within the Unreal Editor.
Use the Content Browser to import, organize, search, tag, filter and modify terabytes of game assets within the Unreal Editor. The Content Browser features real-time, animated thumbnail previews which can be explored and modified on the fly. Here you can also create any type of asset collection to be used for individual work or shared with hundreds of other developers.
Use the Persona animation toolset to edit skeletons, skeletal meshes and sockets, animation Blueprints and more. Preview animation sequences and morph targets, and set up animation blend spaces and montages.
Modify physics and collision properties for skeletal mesh actors with the Physics Asset editing tool (PhAT).
The Matinee cinematic toolset provides director-level control over cut scenes, dynamic gameplay sequences and movies.
The Landscape system provides advanced sculpting and painting tools so you can quickly create and customize large, open worlds. Landscape paves the way for terrains that are orders of magnitude larger than what have been previously possible thanks to its powerful LOD system and efficient memory use. Quickly and easily create outdoor worlds allow for any type of game! Dip into the foliage editor to apply trees, grass, snow, sand and other terrain elements.
Give AI-controlled characters increased spatial awareness of the world around them and enable them to make smarter movements with UE4's gameplay framework and artificial intelligence system. Dynamic navigation mesh updates in real time as you move objects for optimal pathing at all times.
Define your game's audio pipeline using the Sound Cue Editor.
And, as mentioned before, when you sign up for UE4 subscription, you get full C++ source code access through GitHub! If you require custom license terms, you also have the option of source control via Perforce and SVN. Each solution enable teams to easily coordinate their game development and design efforts, and efficiently manage version control.
znači..zadnji krik tehnike, što bi se reklo.
Primjer prikaza dima ili pare
Fak, opet ću morat pojačavat komp. 😛
Fak, opet ću morat pojačavat komp. 😛
Josipe, mislim da će sa UE4 biti manje hardwerski zahtjevno. Sadašnji engine je strašno neoptimiziran.
Skinite si ovo da vidite malo UE4: http://www.techpowerup.com/downloads/2369/unreal-engine-4-five-tech-demos/
Baš ti hvala za ovaj link. Nisam znao za taj demo. Najbolji mi je prikaz one sobe. Pita moja žena čija je to soba... Ha, ha, toliko je realistično da nije skužila kako se radi o relatime renderu 😀
Da, soba je zakon. Nadam se da napokon sad bude TS kak spada na svim kompovima.
Jer UE trga od svoje prve verzije, zakon je.
Napravljeno u Unreal3 engine-u. Kad bi si DTG dali truda i napravili nešto poput ovoga.
Ne, nije ovo još RailWorks... samo nekakav demo 🙂
Kad bi navodno trebao izaći novi TS2017, negdje u rujnu, ne? I to bi trebao biti UT4 engine. Kak to da nepuna dva mj.prije tobožnjeg izlaska još nema nikakvih najava, teasera, screenshotova..itd? Da nije otkazan, odgođen..? ..ili se radi punom parom pa nemaju vremena za te trice?