L. Scofield
Veteran
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Silly question, but is this something I could try and learn, play around and see how it goes, with the help of a few good tutorials? Or is it going to be completely outside the capabilities of someone who only every really messed around with Maya and 3D Studio Max, many many years ago, and never with a game engine?
Silly question, but is this something I could try and learn, play around and see how it goes, with the help of a few good tutorials? Or is it going to be completely outside the capabilities of someone who only every really messed around with Maya and 3D Studio Max, many many years ago, and never with a game engine?
/cry. I want to make my game so badly, but I'm torn between trying to learn how to write my own graphics engine and just putting out a product. I guess even with UE4 you're still going to have to write some graphics code so this might be where I should actually start before jumping any lower level.
I guess I suck with level makers though, this part has always killed me about these large engines.
I've got triangle rotating on my screen. Drawing 2d images was easy from scratch I found - not much different than working with a high level XNA/PSN@Home kit.With UE4, you don't really need to write any code. You can do everything with their blueprint system. It's kind of amazing. What you want to learn should really drive what tools you're going to use. If I were you, and you just wanted to learn the basics of how D3D or OpenGL work, I'd find a simple tutorial and write your own renderer from scratch. You'd be doing boring stuff like rendering a cube, but you'd learn how it works. If you jump into Unreal Engine, you may not really see how that happens.
If you want to make levels, the tools in UE4 are very very nice, and their video tutorial series is incredibly good.
nice. Okay. Very much like Unity actually lol. But this is good. I'll try it out. It's C++ right? Unity is C#The UE editor, you can create Blueprints for objects in your world. If you have a model for a light, with a number of light sources and a script(blueprint) to turn the light on and off, you can bundle them into another blueprint and paste them into your levels. The basic editor allows you to do some reasonably sophisticated level design, but if you want really complex geometry you have to import a mesh from a modeling tool. They have tutorials on how to import, and there is a marketplace where you can buy community created models, animations, rigs etc.
You can do all of your physics, animation, game logic, networking and shaders through the blueprint system.