Comparison with UE
SFilinsky edited this page Jun 17, 2022
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This page covers the advantages and disadvantages of using the Engine against UE4 (as an example of a modern production-proven solution).
- Has a mature developer base
- Has lots of information, shared experience
- Built on common and well known OOP patterns (described better in the About section)
- Lots of integrations with different technologies and tools
- Editor simplifies development and allows to get quick visual feedback after changes
- Blueprints allow easy content addition after all mechanics are created with C++
- OOP is easy at the start of a project, but with size, it grows in complexity a lot
- Does things in its own way, which is not that customizable for specific projects and forces to change development perspective
- It's not easy to implement Client-side plugins (or is it?)
- Classes include lots and lots of features, many of which are not needed, but still complicate the project and greatly increase loading times
- Complicated networking makes it hard to tell which code runs on server vs client + mixes networking aspect with game logic
- Server-side first approach allows to avoid many networking bugs and be more focused on feature development itself
- Home - About Engine
- Comparison with UE
- Approach to documentation
- Architecture
- Implementation
- Development
- Example Game Entities