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Re: unreal engine 4
[Re: AlbertoT]
#440857
05/04/14 16:34
05/04/14 16:34
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Joined: Nov 2008
Posts: 946
the_clown
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] Ok but you can not write, for example John.Animate() or bill.LookAt(john)
On th contrary the class Actor contains everything you would expect from an actor ( a character ) same as he class Camera or light or terrain etc
This makes the code much more intuitive and clean You are absolutely right in that regard - there's no member methods in 3dgs, because lite-c is not an object oriented language. Still nothing to do with components though. The approach you seemingly prefer sits between 3dgs and Unity - classes with encapsulation, but with deep hierarchies instead of aggregation. That used to be the common approach (3dgs doesn't have something like this because it's horribly outdated), until game engines went mainstream, and today, component based approaches are the common way because they empower the non-programmer as creator, be it an amateur using Unity or an artist or game designer at a triple A studio. Most of the time, the people who write gameplay code simply are no educated programmers, so those who are create systems and architectures that enable other people to create stuff without having to struggle with low level code. I do apologize for this last offtopic post.
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Re: unreal engine 4
[Re: the_clown]
#440858
05/04/14 17:12
05/04/14 17:12
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Joined: Oct 2006
Posts: 1,245
AlbertoT
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If you mean that component based engines are more flexible than traditional ones thanks to aggregation, that's right but just in theory
From my experience as hobbyst game programmer if an engine comes with a reasonable number of classes : Actor - Vehicle - Camera - Terrain - Math - Ray etc and each class contains a reasonable number of methods and variable then you can develop 99.9 % of the games while using an elegant and intuitive programming style
The only real advantage of components based engine is the natural multitasking, you dont need to use threads, not that easy
However higher flexibility and multitasking are important only for large projects For casual games I dont see any reason for using components, just an horrible code nothing more
Thanks Sivan at a first glance UE4 architecture seems quite smart
Last edited by AlbertoT; 05/04/14 17:15.
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Re: unreal engine 4
[Re: ventilator]
#440880
05/05/14 10:01
05/05/14 10:01
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
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Germany, BW, Stuttgart
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In fact "component"-based system is a better object-oriented style than stacking your classes until the stack collapses Loose Coupling and Composition are two common practices to keep better code and this works pretty well with "component"-based systems... Why should i refactor the whole world interaction of a character if i can just replace the fitting loose component with another? But i think we should move posts related to this topic into another thread, so UE4 discussion can go on here...
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Re: unreal engine 4
[Re: sivan]
#441018
05/09/14 13:38
05/09/14 13:38
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Joined: Mar 2002
Posts: 7,726
old_bill
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These are great news, let's see how they'll do when it comes to content and community management of such a Project.
Success is walking from failure to failure with no loss of enthusiasm.
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Re: unreal engine 4
[Re: the_clown]
#441026
05/09/14 18:28
05/09/14 18:28
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Joined: Oct 2006
Posts: 1,245
AlbertoT
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how exactly do you get "natural multitasking" with components? Oo
As far as I know Unity loops through the Update() functions of all scripts somehow like 3dgs wait(1) getting back to UE4 It seems rather a traditional oriented architecture see the code posted by sivan Maybe many people are not that happy of components
Last edited by AlbertoT; 05/09/14 18:29.
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Re: unreal engine 4
[Re: AlbertoT]
#441034
05/09/14 20:45
05/09/14 20:45
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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maybe the component system's main purpose is to present a very flexible editor, where artists and non-professional or even non-programmers can assemble complex objects easily, do a lot of simple game logic, e.g. door openings, character control, and other stuff like a complete unique sky and weather system, or trigger started effects by the new Kismet called Blueprint. it makes life really easier and game development faster, not only a toy, and can be combined with C++ classes. unfortunately the C++ programming part is not really well documented currently, only a few starter tutorials are available. so I'm just discovering it very slowly, not leaving my 3dgs stuff behind...
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