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Unreal Engine 4 Is Now Free

jones_supa writes In 2014, Epic Games took the step of making Unreal Engine 4 available to everyone by subscription for $19 per month. Today, this general-purpose game engine is available to everyone for free. This includes future updates, the full C++ source code of the engine, documentation, and all sorts of bonus material. You can download the engine and use it for everything from game development, education, architecture, and visualization to VR, film and animation. The business scheme that Epic set in the beginning, remains the same: when you ship a commercial game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. Epic strived to create a simple and fair arrangement in which they succeed only when your product succeeds.

143 comments

  1. Re:Why? by Guspaz · · Score: 3, Informative

    A handful of engines (mostly UE4) are used for the vast majority of *all* games. What does Unreal Tournament have to do with it? Some UE4 games aren't even first-person, some are things like RTS.

  2. But is it "free software"? by Anonymous Coward · · Score: 3, Interesting

    Or is it still freedom-disrespecting software?

    1. Re:But is it "free software"? by rogoshen1 · · Score: 3, Funny

      go home Stalman, you're drunk.

    2. Re:But is it "free software"? by davydagger · · Score: 3, Interesting

      terms are pretty fair actually.

    3. Re:But is it "free software"? by jellomizer · · Score: 1

      Depends on who's freedom you want to respect.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    4. Re:But is it "free software"? by Anonymous Coward · · Score: 0

      IANAL, but it looks like distributing the source code to "end users" of a compiled program is not allowed, so Stallman wouldn't be happy. Combining engine code with non-compatible licenses is also not allowed, and the GPL is expressly disallowed.

      You can distribute anything to other licensees through approved mechanisms, though, and anyone can be a licensee now, so you can share your changes if you want, but no one has to.

    5. Re:But is it "free software"? by stonefoz · · Score: 3, Interesting

      Of all the things that benefit from being free software, games aren't entirely gaining. A game with source code include all the "spoilers". Part of the magic of a new game is exploring, not drudging though code (an entirely different game). If there is anything given less criticism, let it be games. Sometime it's entertaining to be surprised. That is a games intended purpose, to entertain.

      --
      I think I just cashed out all my cool points.
    6. Re:But is it "free software"? by Anonymous Coward · · Score: 2, Insightful

      go home Stalman, you're drunk.

      I think it really does say a lot about the current Slashdot audience when someone asks if the engine code is freedom-respecting (as in adheres to a free-software license like the GPL) and gets marked as -1 Troll, yet the above quoted comment makes fun of that query by mocking the originator of the free-software movement, and is marked 5 Funny.

      How much clearer does it need to be that we're going backwards in terms of respect for free licensing? I'm not a huge Stallman fan or anything but at least respect his viewpoints. This is just sick modertion that shows how ignorant the current Slashdot kiddies are. I hate the current state of software if people like this are the next generation of coders.

    7. Re:But is it "free software"? by rogoshen1 · · Score: 4, Interesting

      Oh, I respect his viewpoint -- he's a net good for the world -- however he's also kind of a crank.

      To be clear though, it was that zealotry, attacking any piece of software that isn't under a license such as the GPL that I was poking fun at. I think it's naive to think that we'd be where we are now if literally everything was 'free' via something similar to a GPL license.

      It's a lot like that APK guy, I use his host file. But I'll still poke fun at him coming out of the blue to spam the shit out of a thread.

      PS: I feel like a dunce for misspelling his name.

    8. Re:But is it "free software"? by tao · · Score: 1

      You know what? Books contain an even greater potential for spoilers. Yet I bet you don't typically flip to the last chapter and read that before reading the rest of the book. Yet those who do probably do so because they want to. Just like no gamer would dive into the source code unless they had a reason to.

    9. Re:But is it "free software"? by stonefoz · · Score: 1

      How many people are still looking for the jet-pack on GTA5?

      --
      I think I just cashed out all my cool points.
  3. Re:Why? by Anonymous Coward · · Score: 0

    How many "I don't need this, so there's no need of this for no one" comments does the world needs? ;)

  4. Thank you Epic by EmperorOfCanada · · Score: 5, Interesting

    Thanks epic. I literally just started re-coding my game from Cocos2d to Unreal. My only regret is not doing this sooner; once I saw how well this worked with mac and the clean C++ just wow.

    1. Re:Thank you Epic by Anonymous Coward · · Score: 0

      Where is our money? We know you're holding out on us, now we're suing you. -John Combs, Lawyer for Epic.

    2. Re:Thank you Epic by jbssm · · Score: 3, Interesting

      I literally just started re-coding my game from Cocos2d to Unreal

      Can you share some experiences with us. What did disappoint you in Cocos2d and what did you find appealing in Unreal Engine?

      I'm about to start developing a 2D game (mostly for fun tough) and I was quite indecisive between Godot and Cocos2d... now I'm indecisive between Godot, Cocos2d, and Unreal Engine. The more choices the more I stall this...

    3. Re:Thank you Epic by EmperorOfCanada · · Score: 3, Informative

      Already a few disappointments. One is that the installed app is around 250Mb for what is effectively hello world. Also the whole environment is slow as molasses and I have a mac pro 2013. On the good side I think that I could develop just about anything that popped into my head. I am a bit worried about this being one of those silver bullets where the normal parts are developed so quickly that the project is seemingly 90% done in no time but the fiddly bits then take 10x as long. One other thing is that I like to release my iOS apps going back to iOS 5.1.1

      I love cocos2dx but I am starting to balk at the 2d part. They are introducing 3D so that is good. The documentation for cocos2d is sparse. The executables are small and the startup delay isn't too bad. It is 64 bit for IOS (critical). Very multi-platform (Win, Mac, iOS, Android, Linux, and I think mobile windows). Their release schedule is very fast. Also the C++ is pretty close to the bone which means that the project sort of marches forward at a steady pace including the fiddly bits.

      I recently played with Gameplay3d and was actually quite impressed. Very simple and it just sort of works. The only huge thing was that importing assets in from something like Maya was cumbersome and sort of sucked. The documentation is nearly nonexistent (documentation with useful examples) their sample code was trying to show off how they were such efficient coders and didn't separate out each bit of functionality.

      The platform that attracts me the most is Openframeworks. Except that they don't yet do 64 bit on iOS which is a show stopper. They are promising this with their 0.9.0 release.

      But I might have spoken too soon. I am going to continue now with cocos2d and probably deploy version 1 of my present project in that. But I am going to spend an hour an evening seeing how hard I can push Unreal.

      What worries me is that with Unreal I might alter my game to fit their environment which might make for a very beautiful game that isn't much fun instead of the ugly game that I make that is fun.

    4. Re:Thank you Epic by EmperorOfCanada · · Score: 1

      One other bit; I looked at godot and I would suggest that you just jump in with cocos2dx. It is great if you are 100% 2D. What I am looking at doing is what some call 2.5D and this is where I am having the most problems with cocos2dx.

    5. Re:Thank you Epic by odie5533 · · Score: 3, Informative

      The experience using the development environment of Unity/Godot/Unreal is completely different than Cocos2d. Coding in Cocos2d requires you constantly be reading docs, hunting across the net for examples because the docs are horrendously incomplete and outdated, and doing all the coding and asset management by hand. There is a studio editor for Cocos2d, but it is difficult to use and the documentation for it is limited. I never managed to get it to work. Part of the problem is that much of the development of Cocos2d takes place in Asia, so the docs need to be translated to English. By the time this happens, they no longer represent the current state of the library.

      If you try making a simple loading screen and short game in Cocos2d compared to Unity/Unreal/Godot, you will instantly see how very different the two are. The learning curve for Unity-like development is really low. You can start on your game immediately and learn as you go. Cocos2d has a huge upfront learning requirement, and it's hard to pass because of the state of the docs. Frankly, I'm surprised at how many games are made in Cocos2d given the other offerings that are available which include a strong development environment. The biggest pluses to Cocos2d to me are that it's 100% free and that it has great crossplatform capabilities. But when you consider how much more difficult it is to use, and the fact that your game is unlikely to ever make money or cross the royalty threshold, you probably should be using an easier tool that is more popular and might lead to job opportunities. A lot of great engines are offering a free-to-start-with option: Unity, Unreal, Marmalade, Corona, GameMaker, Shiva, Stencyl, Construct2. Many of these didn't use to have a free option other than a 30-day trial.

  5. Now I shall make the ultimate game. by Anonymous Coward · · Score: 0

    I will call it Real Unreal and whenever you start shooting the government will come and steal all your guns and bullets.

    1. Re:Now I shall make the ultimate game. by Anonymous Coward · · Score: 0

      I will call it Real Unreal and whenever you start shooting the government will come and steal all your guns and bullets.

      Kinda depends where you're at and what you're shooting at. At the range or in the woods during the season, fine. In the city or the suburbs, you start hearing gunshots you hit the deck and dial 911. With luck, the cops show up, arrest the damn fool and confiscate his weapons and ammo. Just because you got a right to bear arms don't mean you got a right to be irresponsible with them.

  6. Re:Why? by Opportunist · · Score: 4, Informative

    I don't know. Why don't you ask the makers of these games.

    Oh look. They ain't UT clones. There's a RTS. There is a survival horror game (ok, this now almost forces the "and how many survival horror games..." question). And I think over there's an Adventure game. There's a racing game in there too, go, try to find it!

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  7. For the Law Nerds by Anonymous Coward · · Score: 5, Interesting

    https://supreme.justia.com/cases/federal/us/391/244/case.html

    United Shoe Machinery got broken up under the Sherman Antitrust act, because they dominated the market (90%+) for shoe-making machines. Also, they had a pricing scheme that charged more when your company produced more shoes - so they made the real bank on the big manufacturers, but they were cheap enough for the little guy that other manufacturers of shoe machines couldn't get a foothold.

    In other words, they succeeded only when their customers succeeded. Sound familiar?

    (For the record, you couldn't actually break up Epic using this argument, for at least 3 reasons: (1 - factual) the Unreal Engine has nowhere near that market dominance that USM did in its heyday, (2 - political) the judiciary these days is way more pro-business, and (3 - appeal to justice) the decision in US v. USM was actually bullshit and should never have been decided that way. I'll leave (3) as an exercise for the reader.)

    1. Re:For the Law Nerds by Anonymous Coward · · Score: 0

      Also, they had a pricing scheme that charged more when your company produced more shoes - so they made the real bank on the big manufacturers, but they were cheap enough for the little guy that other manufacturers of shoe machines couldn't get a foothold.

      I see what you did there.

  8. 5% Gross is a terrible deal by entertainment · · Score: 3, Informative

    5% on Gross Revenue is horrible. When you look at advertising costs pretty much outstripping development costs 5% is a big chunk.

    1. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 0

      Well then just hire a few hundred top programmers for a 5-10 years and write your own engine.

    2. Re:5% Gross is a terrible deal by entertainment · · Score: 1

      Or just get Unity3D

    3. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 1

      Compare that 5% of gross with the total cost to build a home-grown engine or the total cost of using other commercially available engines.

      That's how you make a business decision...

    4. Re:5% Gross is a terrible deal by Ravaldy · · Score: 2

      Good business people don't re-invent the wheel, they improve upon it. If you can't build a game lucrative enough to cover the 5% then you should stay away from making a game.

    5. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 0

      If you are a small-time indie developer, that is $12,000/year of revenue before you even have to pay for the engine you used.

      For one or two man projects, that's pretty good.

      If you are a big studio, well, your lawyers can likely shake out a better deal.

    6. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 0

      Don't advertise at all! You will save money on ads, and will have to pay 5% on a much lower gross.
      It's win-win.

    7. Re:5% Gross is a terrible deal by UnknownSoldier · · Score: 2

      > Good business people don't re-invent the wheel, they improve upon it.

      That's why Notch wrote his own engine for Minecraft and sold Mojang for $2.5 billion.

      Oh wait ... maybe success is not only a factor of the engine, but _gameplay_.

    8. Re:5% Gross is a terrible deal by drinkypoo · · Score: 5, Insightful

      That's why Notch wrote his own engine for Minecraft and sold Mojang for $2.5 billion.

      Oh wait ... maybe success is not only a factor of the engine, but _gameplay_.

      You left out the really critical part of your argument, which is that Notch wrote a shitty new engine, and still made billions. It wasn't even a competent job.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:5% Gross is a terrible deal by entertainment · · Score: 2

      It's a race to the bottom just like the music and movie industries. GDC looks now like MacWorld looked shortly before its demise. The fact is Game development is rapidly moving into the hobby space much like home studios did to music and youtube is doing to TV. There is not a big enough market for all the titles and thus Epic is playing the odds as best it can. Many games just advertise franchises like Marvel, DC, Walking Dead, etc... You can make a compelling game in Unity for free, and get most of the eye candy for the Pro price. It is possible that a project makes no profit yet the gross is still big enough that a 5% quarterly commitment could put a company out of business. This could happen well before they turn a profit..

    10. Re:5% Gross is a terrible deal by entertainment · · Score: 1

      bingo, and lots of promotion until it reaches critical mass.

    11. Re:5% Gross is a terrible deal by entertainment · · Score: 1

      Good business people don't make deals on Gross receipts.

    12. Re:5% Gross is a terrible deal by entertainment · · Score: 1

      $12000 dollars a year is squat. That's a few maya licenses, forget rent food coffee and employees.

    13. Re:5% Gross is a terrible deal by ThosLives · · Score: 1

      It's not about "covering" the 5% cost - it's about the fact that it's a fixed percentage and independent of the total amount of revenue.

      --
      "There are a dozen opinions on a matter until you know the truth. Then there is only one." - CS Lewis (paraprhase)
    14. Re:5% Gross is a terrible deal by CastrTroy · · Score: 1

      Minecraft survived despite how terrible the game engine was. I would probably have been a lot better if it had a good engine behind it. The PC version is for some reason ridiculously slow. The Pocket version for some reason has now problem playing on my 3 year old phone, which only has a Dual-core 1 GHz Tegra 2, and 512 MB of RAM, but the desktop version won't run well on a machine with much higher specs. I used to chock it up to the PC version having an infinite world, but the Pocket version has since been updated and also now has as infinite world. I'm hoping MS does something to fix this issue. Basically have the same game, but fix all the performance issues.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    15. Re:5% Gross is a terrible deal by phorm · · Score: 1

      In Java no less.
      I don't know that the engine is all that shitty though. It's more than I've seen from most with a java-based engine.

    16. Re:5% Gross is a terrible deal by wonkey_monkey · · Score: 1

      So what would be more or less "fair" about altering the percentage based on total revenue?

      --
      systemd is Roko's Basilisk.
    17. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 0

      Simple fix: Use UE4 to replicate the functionality of Minecraft.
      - The rendering engine in UE is solid, so there won't be much fiddling there.
      - Use smeshes for each different shape of block/entity. So, doing that requires that a grade-schooler spend a couple days in Maya figuring out how to create a cube, a stair-step, and a sign-shaped thing. Everything else is literally a basic scaled geometric transformation of one of those shapes.
      - Spend the time to get the normal-mapping and vertex alignment correct for every texture, as that will result in a ridiculous speed-up on those bajillion or so cube-shape smeshes in the world.
      - Model the mobs using standard d-meshes and skeletal animation. As a bonus, they won't look so derpy when they're "walking" in a minecart or on horseback.
      - Build the actors necessary for spawners, random mob spawning, weather effects, day/night changes, and so on. These are all pretty straightforward in UE, and have been since UE2.x.
      - Now the tricky part: infinite map generation. This one requires a procedural map actor (UE3 and later) and map stitching (UE3 and later). That should just about get the job done.
      - As a bonus, UE has had decent moddability since UE1.x (a.k.a. Unreal build 200-something).

      So basically, the UE tech to make Minecraft run like, well, not ass, has been around since about 2007.

      Notch didn't care. He wanted to learn how to do it all himself. And good for him. I'm sure he learned and enjoyed it. And we all got to play Minecraft. Now, Microsoft owns it and they seriously need to port it to UE4.

    18. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 0

      So your choice of engine is supposed to subsidize that? You only pay the royalty on actually selling the product too. Most contemporary engines require an upfront licensing fee that you lose to matter what and generally cost a MULTIPLE of $12000. Have you published software through a sales channel? They typically grab many times that amount and do almost nothing to earn it. Even after all that, a successful title author can hold 40-50% of it's revenue, which is far better than you see in most industries.

    19. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 0

      Those who expect to get paid does.

      Remember that a percentage of net is a percentage of nothing.

    20. Re:5% Gross is a terrible deal by Immerman · · Score: 1

      That's $2.50 per copy on a $50 game, or 50 cents per copy on a $10 game. Hardly crushing to the bottom line, and it neatly sidesteps the kind of "Hollywood accounting" that routinely screws over artists of all types.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    21. Re:5% Gross is a terrible deal by Anonymous Coward · · Score: 0

      I think the reason minecraft was/is so successful is that the UI is shitty, a whole generation of young gamers were never exposed to the older 8 bit graphics games, they missed the evolution of gaming completely and just came in at the top floor, I think the crude UI is very refreshing.

      Also more than anything minecraft highlights that games are about gameplay not a polished UI.

    22. Re:5% Gross is a terrible deal by wisnoskij · · Score: 1

      And I think that Epic has been in the business long enough to know that the profit you declare is a pretty subjective number you can make be anything you want.

      --
      Troll is not a replacement for I disagree.
    23. Re:5% Gross is a terrible deal by wisnoskij · · Score: 1

      Small time indie developer.
      %5 of Gross = $12,000
      Gross = 240,000

      Small time Indie Developer making a quarter of a million dollars a year.

      --
      Troll is not a replacement for I disagree.
    24. Re:5% Gross is a terrible deal by drinkypoo · · Score: 2

      I think the reason minecraft was/is so successful is that the UI is shitty,

      The UI is one of the better things about the game. The absolutely horrible performance is more what I'm talking about. Whether it can or can't be blamed on Java is academic (and thus perfect slashdot-fodder, but anyway) but the game runs like poop. There are numerous clones which don't, but ironically none of them have UI as good as minecraft. Which, I know, is shocking. But it's still true.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    25. Re:5% Gross is a terrible deal by ewibble · · Score: 2

      Anything that charges a percentage is bad, fair scheme should be paid for work done, not charge rent on other peoples work.

      What if Microsoft said pay us 5% of your gross income goes to us because you use our operating system, compare that to developing your own in-house you are making as saving. What about banks changing a percentage of every transaction made (they do in some cases but it is unfair), well set up your own banking system see how much that costs. If everybody that provided you a service charged you a percentage of your gross profit, (set up your own electricity supply, roads, ...) you would soon be paying more than you are getting.

      My definition of fair takes into account: investment, risk, skill, work. The problem with paying someone a percentage is of your profit is it as no relationship to the work the creator put into the initial product.

    26. Re:5% Gross is a terrible deal by Smauler · · Score: 1

      It's (relatively) easy to build a game world, but it takes time to deliver content for that world. No amount of hand waving about new technologies and the ease to produce a new game can get around the fact that just about every game needs lots of writing.

      FTL is a good example... the engine is simple, the maps are procedural. That was not the difficult bit. Writing scripted events that merge with the procedural framework, and writing enough of them so that the game is not repetitive, that's the difficult bit.

    27. Re:5% Gross is a terrible deal by Shados · · Score: 1

      Development cost for these things is still pretty close to half the whole cost. If you think making an engine from scratch is gonna cost you less than 5% (though do take in consideration the cost of learning/using the engine is, as that's not zero), go for it. Some companies still do it. Fewer and fewer though.

    28. Re:5% Gross is a terrible deal by rtb61 · · Score: 1

      Problem with your silly theory is, making the engine readily available for free means all the developers will end up eating each other's lunch when it comes to revenue. Not only will the majority fail to recover their development cost but they will slide ride into the bankruptcy hole trying to pay for the engine out of what is left. The scam here, is release it enough and a few will get most of the money whilst the rest lose and the sneaky gain here is driving all of the other gaming engines out of the market or similarly bankrupting their developers.

      The smart gaming model is, create content first. Comics, books, movies, TV and then follow up with games. Internally developed else it fails as a result of having to pay too much for the content licence, for the engine licence, for publishing charges and for retail costs. Add all of those together and that is a whole lot of percentages with bugger all left to pay for development. Succeed with each step and you will likely succeed with each following step.

      To make that work of course, story, story, story, without the story to engage the market you get no follow up. Prime example Jerk Jerk A and Star Trek, the reboot that was a kick in the face for the franchise because it killed interest in the franchise due to really poor story telling and it's failure to engage it's market.

      --
      Chaos - everything, everywhere, everywhen
    29. Re:5% Gross is a terrible deal by deathguppie · · Score: 1

      The first time I saw minecraft, my first thought was "oh, he's just ripping the Cube2 engine and making a game out of it". I still kind of think that.

      --
      once more into the breach
    30. Re:5% Gross is a terrible deal by entertainment · · Score: 1

      There is still overhead involved. A quarter of a Million this year is not a guarantee next year. Entertainment is a fickle bitch. If there are 3 employees and an office with power and software and computers and taxes you will be running break even.

    31. Re:5% Gross is a terrible deal by entertainment · · Score: 1

      And nobody will ever see or hear about your game.

    32. Re:5% Gross is a terrible deal by gbjbaanb · · Score: 1

      Did they come to that conclusion from looking at their own tax returns or Amazon's?

    33. Re:5% Gross is a terrible deal by tehcyder · · Score: 1

      5% on Gross Revenue is horrible. When you look at advertising costs pretty much outstripping development costs 5% is a big chunk.

      Add another 5% on top of your price to cover it then.

      There is no law that says your wonderful game has a divine right to make a huge profit, you know.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    34. Re:5% Gross is a terrible deal by tehcyder · · Score: 1

      Anything that charges a percentage is bad, fair scheme should be paid for work done, not charge rent on other peoples work.

      That is up to the business who does the charging to decide.

      The thing is they're not doing any extra "work" as such, simply letting you copy the game engine, source code and all, has an almost zero marginal cost to them. So no doubt you think it should cost you a flat dollar or something.

      In the real world, they have had to invest a lot of money to create the game engine, so it is entirely fair that they want to make some money back on it if it is used to make a commercial product.

      Releasing current software to amateurs/hobbyists is a different question entirely.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    35. Re:5% Gross is a terrible deal by tehcyder · · Score: 1

      And I think that Epic has been in the business long enough to know that the profit you declare is a pretty subjective number you can make be anything you want.

      People always say this about "Hollywood accounting" but I seriously doubt that the tax authorities (for instance) just let film companies make up their profit figure.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    36. Re:5% Gross is a terrible deal by tehcyder · · Score: 1

      If you are a small-time indie developer, that is $12,000/year of revenue before you even have to pay for the engine you used.

      For one or two man projects, that's pretty good.

      If you are a big studio, well, your lawyers can likely shake out a better deal.

      Unless you live in North Korea or something, $12,000 gross a year for two people is a hobby-with-benefits, not a business.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    37. Re:5% Gross is a terrible deal by tehcyder · · Score: 1

      Don't advertise at all! You will save money on ads, and will have to pay 5% on a much lower gross. It's win-win.

      One simple trick that ad agencies hate!

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    38. Re:5% Gross is a terrible deal by Xest · · Score: 1

      I think the problem with Minecraft performance is probably more to do with some incompatibility between JNI and some hardware drivers to be honest.

      The reason I say that is that Java is perfectly capable of running a game like Minecraft well, and because I've never seen any performance issues in Minecraft even on my now 7 year old PC, or my 3 year old laptop but I am fully aware that some people have issues with it.

      Minecraft performance problems certainly don't seem to be global and that's why it has to be down to some kind of hardware incompatibility somewhere along the line.

    39. Re: 5% Gross is a terrible deal by entertainment · · Score: 1

      Or use a game engine that doesn't have such an onerous quarterly obligation, nobody said you have to be stupid either.

    40. Re:5% Gross is a terrible deal by wisnoskij · · Score: 1

      Considering all the the Harry Potter films lost money, apparently they do.

      I think the reason that it is not so bad for the feds is because the gross still got declared as someones income. So they still got to tax every cent pf the gross, it just showed up in other peoples and businesses financial statements.

      --
      Troll is not a replacement for I disagree.
    41. Re:5% Gross is a terrible deal by drinkypoo · · Score: 1

      The reason I say that is that Java is perfectly capable of running a game like Minecraft well, and because I've never seen any performance issues in Minecraft even on my now 7 year old PC,

      Try comparing it to one of the clones. Diddle the settings until you get similar visual detail and then check the frame rates. Prepare for jaw droppage. Minecraft is absolutely awful about performance.

      Minecraft performance problems certainly don't seem to be global and that's why it has to be down to some kind of hardware incompatibility somewhere along the line.

      No, just not everyone is complaining. But Minecraft falls down very hard on complex scenes which render fine with e.g. minetest.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    42. Re:5% Gross is a terrible deal by DanielRavenNest · · Score: 1

      > People always say this about "Hollywood accounting" but I seriously doubt that the tax authorities (for instance) just let film companies make up their profit figure.

      Hollywood was invaded by organized crime a long time ago through the stagehands labor unions. Read the credits on a film sometime. Do you really need 20 catering staff on call? The method is to pad staffing, with people who aren't really needed, or in some cases don't even exist. The movie production company writes off the expenses, with payrolls and invoices to make the IRS happy. They show a loss on the movie. But the padded expenses come back under the table.

      It makes the IRS' job harder that many films are made by production companies organized by the job, hiring staff and laying them all off when the movie is done.

    43. Re:5% Gross is a terrible deal by Ravaldy · · Score: 1

      Let me ask you this. How much money have gaming companies made by using existing Engines? Far more than the $2.5 Billion. Mojang had a great idea and made it happen with his own engine. He had to invest TONES of time and money to get there and luckily it all worked out for him in the end. Unfortunately most businesses don't go that direction. So rule to thumb, if you don't need to re-create an engine, don't!

    44. Re:5% Gross is a terrible deal by Ravaldy · · Score: 1

      You didn't read how the licensing works.

      First $3000, no cost to the dev.
      5% on anything else quarterly.

      As a gaming studio, if your costing model doesn't include the 5% then you need to hire someone to help you with the business side of things.

    45. Re:5% Gross is a terrible deal by Ravaldy · · Score: 1

      I don't recall anybody referring to gross receipts. Gross margin is what was spoken about.

    46. Re:5% Gross is a terrible deal by Xest · · Score: 1

      Right, but none of that stops it being a potential driver issue. Depending on how the data is passed to the card some cards might cough and others might not.

      I'm not saying it isn't badly written either, it may well be a bit of both or just badly written by itself in such a way that certain systems struggle, but I'm saying that I can play it find on my relatively old and low powered computers even with bumped up draw distances and a decent resolution, whilst I'm well aware that others with more powerful PCs see their machines struggle, whilst some do not.

      If clones work fine all that tells us is that they're written differently. Maybe they are written better, maybe whilst they work on your system well they wont work on mine, I've no idea and nor am I particularly bothered enough to dig too deeply into it.

      But I was just making the point that whilst your point is well known, well documented and certainly fairly widespread, that it doesn't effect everyone, and last I checked the jury is out on whose at fault because no one has managed to find the root cause and explain why it's fine on some systems and not others seemingly without system capabilities being in any way relevant to why.

    47. Re:5% Gross is a terrible deal by Ravaldy · · Score: 1

      Like one investor once said to me. If your product is good enough to sell on a royalty, whoever buys it should be more than capable of capitalizing on it's success. If 5% is too much for you to make money on you should look at other options.

      The royalty system has existed for a long time and many people got rich both from the royalty and from taking advantage of the success of the one selling the royalty.

    48. Re:5% Gross is a terrible deal by Ravaldy · · Score: 1

      How do you go bankrupt from 5% of revenue? Isn't your costing model flawed from the beginning then? Unity offers their engine for next to nothing yet if anything Unity has allowed indie games to surface and make money.

      If you read the license agreement, the 5% royalty is only taken after the first $3000 quarterly. So as a developer if you make $10 000 per month (after store fees), the royalty will cost you ((10 000 - 3000) x 0.05) = $350. That leaves you with $9650 per month.

    49. Re:5% Gross is a terrible deal by rtb61 · · Score: 1

      Gees bloody easy to go bankrupt from 5% of revenue. Say you built a commercial building and you bought 10 million dollars worth of material and paid 10 million dollars for labour to put in up and the land cost you a further 10 million dollars. Now your plane to sell that building for fifty million dollars and make 20 million dollars profit didn't pan out. You are following me, I hope I didn't make it to complex for you so far? Now people think you building sucks and only want to pay you thirty million dollars for it. You got that part ie no matter what you are asking or what you hoped for you will only break even. You got it, are your sure, I mean by now you should be able to guess exactly where there is going with out me finishing it but I suppose if your silly enough to ask the question, than an answer must follow, well, not always. So you thought no harm no foul, you are going to break even but wait, the person that designed the building wanted 5% of revenue for the design and 5% of thirty million dollars is 1.4 million dollars and you don't have the money but they are demanding it. You not what happens now, yep that last 5% sends you 'BANKRUPT', I mean like duhh, homer. Yep 1% can send you bankrupt if that 1% is more than you have to pay your debts, especially when it is 1% of revenue and not profit. 5% of profits of course is very unlikely to send you bankrupt but 5% of revenue most certainly can do it every time, especially when margins end up being tight or as sometimes is the case in gaming non-existent.

      You see, they do not in fiscal reality want 5% of revenue, they want to apply a 5% tax on all investments costs of development and publishing. They want a 5% tax on all project expenditures. Now I know that will also go over your head, so I will explain it. The whole idea for the producer is that revenue will pay the full cost of development and of course generate some profit on the side, so the development cost is a wash in revenue, with profit being the focus but the game engine people want to charge a 5% tax on development costs not on profits.

      --
      Chaos - everything, everywhere, everywhen
    50. Re:5% Gross is a terrible deal by aiht · · Score: 1

      Unless you live in North Korea or something, $12,000 gross a year for two people is a hobby-with-benefits, not a business.

      That's exactly the point - for a "small-time indie developer" "one- or two-man project" kind of hobby-with-benefits, the engine is free.

    51. Re:5% Gross is a terrible deal by Ravaldy · · Score: 1

      So the morale of the story is the same. Bad business is bad business. It's not the 5% that sunk you, it's the fact that you didn't build a building worth selling.

  9. Why is Epic making UE4 free? by Anonymous Coward · · Score: 1

    Cause they know it won't stand a chance against tomorrow Valve's next Source Release using OGLNext (which is also free from Nvidia shit like Physx which UE4 is not)...

  10. Re:Why? by Anonymous Coward · · Score: 1

    Wrong. Unreal Engine is the commonly used engine, UE4 is a completely different beast and not exactly in the wild yet. Being from the same stable doesn't mean they're the same thing.

    There are dozens of high end engines in use for console and PC games. UE isn't even close to having 30% of the market.

    Then you have the low end shovelware crap being made with the likes of Unity 3D. Although their days are numbered now they got greedy and chose to screw over devs.

  11. Re:Okay Ms Sarkeesian, your turn at bat by Anonymous Coward · · Score: 0

    Interactive books are not games. DQ was a quick churn turd to get some money from her relationships within the gaming press. It took about 10 days to throw together using a tool more basic than drag-n-drop. DQ was made by Zoe Quinn. Sarkeesian is the SJW feminist extremist that makes money from fools while she pretends to be on her campaign where all female characters are ultimate warriors, look like potatoes, and kill only males. Sex is also taboo.

    UE4 is an engine, not assets. You still need skilled developers, artists, designers et al to get anything half decent from it, but at least you can learn a professional level tool on your own without needing a massive financial outlay. These means UE4 will have many more people using it in the future.

  12. Re:Okay Ms Sarkeesian, your turn at bat by Gliscameria · · Score: 3, Insightful

    I think some people may not like it because now there's less of an excuse to have a crappy game. I think it's great. Let's raise the bar and purge some of the garbage.

    --
    X
  13. Re:Why? by Anonymous Coward · · Score: 2, Insightful

    A handful of engines (mostly UE4) are used for the vast majority of *all* games.

    You must be using some new definition of "vast majority", as this is patently false.
    One *might* be able to make a reduced claim of this sort if one was speaking of mobile games and Unity.
    But UE4? Definitely not. It is still mostly aimed at and used by developers in the A / AA / AAA game space and that world remains dominated by custom engines developed by individual game studios.

  14. Re:Why? by UnknownSoldier · · Score: 1

    The _excellent_ Vanishing of Ethan Carter uses the older Unreal Engine 3.

    I can't wait to see what other indies are going to do with it !

  15. Re:Okay Ms Sarkeesian, your turn at bat by Anonymous Coward · · Score: 0

    DQ was a quick churn turd to get some money from her relationships within the gaming press.

    Ah yes, all that money she made by giving a game away for free.

  16. How do they know they're getting paid fairly? by King_TJ · · Score: 2

    I think this is a great strategy, but how would Epic Games know what a developer's gross income was, year after year, on a particular game title?
    Is this a matter of Epic trusting them to report it honestly, or is it part of contractual terms where you're required to supply them with your tax records each year, or what?

    1. Re:How do they know they're getting paid fairly? by Kjella · · Score: 4, Informative

      EULA

      6. Records and Audits

      You agree to keep accurate books and records related to your development, manufacture, Distribution, and sale of Products and related revenue. Epic may conduct reasonable audits of those books and records. Audits will be conducted during business hours on reasonable prior notice to you. Epic will bear the costs of audits unless the results show a shortfall in payments in excess of 5% during the period audited, in which case you will be responsible for the cost of the audit.

      --
      Live today, because you never know what tomorrow brings
    2. Re:How do they know they're getting paid fairly? by Anonymous Coward · · Score: 0

      'Cos if said developer is doing well he'll eventually hire some help. No matter what he pays them, the help will eventually become pissed off that they're not getting paid enough. Help's like that. Then they'll snitch.

  17. Re:Okay Ms Sarkeesian, your turn at bat by Anonymous Coward · · Score: 0

    But she certainly brought out a lot of fools.

  18. Re:Why? by Anonymous Coward · · Score: 1

    Oh look. They ain't UT clones. There's a RTS. There is a survival horror game (ok, this now almost forces the "and how many survival horror games..." question). And I think over there's an Adventure game.

    For some reason this makes me want a version of the original Adventure (Colossal Cave) based on UE4.

  19. No, it is NOT free (as in freedom) software by Khopesh · · Score: 2

    I can't find references to the actual license text, but the expectation of paying royalties back to Epic certainly makes it non-free with respect to software freedom. This makes it incompatible in the same sense that the Creative Commons License's "noncommercial" clause is incompatible; most copyleft licenses insist on unrestricted redistribution (which would be broken by a requirement of paying royalties).

    The video notes that this is "unprecedented," yet Epic's competitor Id Software used to release all of its engines as GPLv2 once they were ~two generations obsolete (e.g. Doom 3). No royalties expectations necessary.

    --
    Use my userscript to add story images to Slashdot. There's no going back.
    1. Re:No, it is NOT free (as in freedom) software by Anonymous Coward · · Score: 1

      The video notes that this is "unprecedented," yet Epic's competitor Id Software used to release all of its engines as GPLv2 once they were ~two generations obsolete

      And this is unprecedented because it's not two generations old. This is their current tech. If this isn't unprecedented, then who set the precedent? Not Id, they never released their current tech to everyone for just a royalty agreement.

    2. Re:No, it is NOT free (as in freedom) software by Anonymous Coward · · Score: 0

      Last I checked, 5% of $3000 is $0...

    3. Re:No, it is NOT free (as in freedom) software by RavenLrD20k · · Score: 1

      I think I see what you're trying to say here, but what you actually said is incorrect. To put it the way you did, 5% of $3000 is $150. In the context of the license, which is what you seem to be thinking of here, a game using UE4, Epic does not charge for any revenue the game makes up to $3,000 in a quarter. This would mean, provided I understand the wording correctly, that at $3,001, Epic makes five cents that quarter. A game that generates $10,000 gross revenue in a single quarter would net Epic $350 for the engine (5% of $7,000 eligible dollars).

  20. Re:Okay Ms Sarkeesian, your turn at bat by Anonymous Coward · · Score: 0

    Let's raise the bar and purge some of the garbage.

    Such as Depression Quest?

  21. Darkplaces Engine by Anonymous Coward · · Score: 0

    Opensource equivalent.

    Help make it better by adding procedurally generated terrain and all that jazz.

  22. 5% on gross is absurdly high by Anonymous Coward · · Score: 0

    and that subject says it all...

    1. Re:5% on gross is absurdly high by gnupun · · Score: 3, Interesting

      If 5% seems high, what about the 30% cut that Apple and Google take on games in iOS and Android? Unreal seems to be following ios and android, and before that, Playstation -- charging a percentage of sales as "platform" fees.

  23. Software Corp uses brain when licensing ... by Qbertino · · Score: 4, Informative

    Software Corp continues to use brain when licensing its software, remains perpetually popular. What a concept. These guys deserve our respect. I remember buying Unreal Tournament 2003 and Unreal Tournament 2004, one of those rare games that acutally shipped with a Linux binary back in those days.

    You guys are Epic! (pun intended)

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:Software Corp uses brain when licensing ... by Anonymous Coward · · Score: 1

      You guys are Epic! (pun intended)

      Not a pun.

    2. Re:Software Corp uses brain when licensing ... by Anonymous Coward · · Score: 0

      Eponymous adjective? ;)

  24. Not a great start by Andy+Smith · · Score: 1

    Fantastic news, in theory. I'm 3 days in to development of a new game in Unity so I tried to download UE4 to see if it was worth switching. Instead of a normal installer you have to download some Epic "community" app which will then install the engine for you. Except... it doesn't. Googling it reveals that the problem dates back at least eight months and there's still no fix.

    1. Re: Not a great start by Andy+Smith · · Score: 3, Informative

      It's not a bug, it's the installer's documentation that's wrong. I found the correct instructions on a forum and the install now appears to be working.

      You have to click on "Library", then add engines, select the latest version and click install.

    2. Re:Not a great start by Anonymous Coward · · Score: 0

      It doesn't install the engine for you. You need to go under Library and click on "Add Versions". There are multiple versions and someone may want an older version for some reason. I assume that's why it does not install it automatically.

    3. Re:Not a great start by Kielistic · · Score: 1

      I'm glad I wasn't the only person to be confused about this.

  25. Reasonable by phorm · · Score: 4, Insightful

    You know, that is one of the most reasonable clauses I've seen in a very long time.

    Basically, we expect you to make decent efforts at bookkeeping. If we think you're shafting you, we'll pay for the audit, unless you really are shafting us in which case you pay for the audit and the licensing-related costs.

  26. comparison ? by Tom · · Score: 1

    Anyone who knows both - how does Unreal compare to Unity? I mean from a developer perspective. I've been using Unity since late 1.x / early 2.x days, and one thing that I like it for is that compared to the other engines I know from that time (e.g. Torque), it was always very easy to use and develop with, especially in the early development phases when you're prototyping and want to see some results, fast, so you can test basic gameplay and mechanics.

    How does Unreal compare?

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:comparison ? by Lehk228 · · Score: 2

      unity chugs like a mofo on even the beefiest hardware, UE runs well even on lower end hardware and looks really good on high end hardware.

      source: I play besiege, KSP, and Sanctum 2

      --
      Snowden and Manning are heroes.
  27. Unity is garbage, that's all you need to know. by Anonymous Coward · · Score: 0

    nt.

    1. Re:Unity is garbage, that's all you need to know. by mwk88 · · Score: 2

      I've developed games on Unreal and Unity (and bare metal etc). They have different pro/con (personally I prefer Unity). With Unreal you need hardcore coders and multi-platform targeting is hard. I think of it as the good, ol'-fashioned AAA big budget approach. Unity has quirkier graphics pipeline and some odd asset management things (works best with smaller teams), but it is incredibly easy to do basic behavioral scripting, there's a big on-line community driving their asset store, and cross platform delivery really works.

      imo the real story behind the Unreal licensing change is that Unity has been crushing Unreal for marketshare in mobile game dev. Unreal had to do something radical or they were going to end up powering only some big AAA projects. "retreat upwards" is not a sustainable business strategy.

      I certainly would like to see both companies healthy and pushing the platforms forward so I hopes this gives Unreal a boost.

    2. Re:Unity is garbage, that's all you need to know. by wisnoskij · · Score: 1

      I have yet to see a game made in Unity that was not obviously made in unity (more like just slightly less effort was put into really getting the details polished). They also all seem to suffer from comparative shittier performance. Maybe unreal has just been at it longer and bigger players use it and do amazing things with it, and it is just the community that has to catch up with Unity. Maybe. All I know is hearing a game is being made in Unity puts me off.

      --
      Troll is not a replacement for I disagree.
  28. Linux version? by guises · · Score: 1

    All right, well is there a version for Linux then? I'd certainly like to give a try now, I'm only seeing Windows and Mac versions for download. I know that people have gotten this working in Linux, maybe there's a guide somewhere for how they did it?

    1. Re:Linux version? by Anonymous Coward · · Score: 1

      https://wiki.unrealengine.com/Linux_Support

    2. Re:Linux version? by steamraven · · Score: 1

      Yes. A quick google search indicates there are two ways to get running on linux:

      Cross-compile your game from the windows tools
      Natively compile all tools in linux.

      https://wiki.unrealengine.com/...

    3. Re:Linux version? by guises · · Score: 1

      I did a quick Google search (well, a quick DuckDuckGo search) and didn't find anything useful. Thanks.

  29. fair? by samantha · · Score: 1

    Many a use for such an engine has a very small net profit percentage. So 5% of gross revenue (not net) can be completely ruinous. That is effectively 5% of sales over $3000 per quarter. What of cases where the unreal engine is used as a subcomponent of our larger product?

    1. Re:fair? by radish · · Score: 2

      That's just the default license. You are free to negotiate something different if you prefer.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    2. Re:fair? by St.Creed · · Score: 1

      I think they - reasonably - expect you to do the math before you enter the market with a solution using their software.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    3. Re:fair? by Barefoot+Monkey · · Score: 3, Informative

      What if my project requires custom licensing terms?

      If you require terms that reduce or eliminate the 5% royalty in exchange for an upfront fee, or if you need custom legal terms or dedicated Epic support to help your team reduce risk or achieve specific goals, we’re here to help. See the custom licensing page for details.

      Fill out that form and Epic will get in touch with you to negotiate terms for a custom licence.

    4. Re:fair? by Anonymous Coward · · Score: 0

      What's 5% of nothing?

      This deal is about as simple to understand and implement as possible. It lets small developers have access to a highly advanced game engine with virtually no risk or red tape to get started. If you don't make money (or under $3000) you don't pay.

      Hey... I'd like it to be free, beer and speech, but I'm not kidding myself about that. This is a welcome addition. Quit whining.

  30. Very cool by AndyKron · · Score: 1

    Very cool, although I don't plan to start making maps again.

  31. Still? by Anonymous Coward · · Score: 0

    By fool you presumably mean the fierce critics who, for some unfathomable reason, feel the need to mention the game that isn't a game, that made loads of money without ever being sold, and the evil sarkeesian who is only in it for the attention, so hey, let's keep the spotlight on her unnecessarily every time gaming is mentioned on /.

    Seriously, people, wtf is wrong with you, when did random women become such scary villains, worthy of constant namedropping in unrelated comments sections, is this pointless posturing wankery just you kids trying to prove how alpha you are, while all we poor betas are just living and letting live?

  32. Nonprofit by loonycyborg · · Score: 1

    Will they want a cut if the engine is used by an opensource project managed by a nonprofit/not-for-profit foundation?

    1. Re:Nonprofit by tehcyder · · Score: 1

      Will they want a cut if the engine is used by an opensource project managed by a nonprofit/not-for-profit foundation?

      Would a non profit have sales revenue? Because that sounds like trading to me.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    2. Re:Nonprofit by loonycyborg · · Score: 1

      If they're funded only by donations(with unrestricted "freeware" distribution) they don't have sales in strict sense. So I really want to know would donations be considered sales?

  33. You can distribute source ... by perpenso · · Score: 3, Informative

    IANAL, but it looks like distributing the source code to "end users" of a compiled program is not allowed

    Untrue. I am also not a lawyer and I only skimmed the agreement so perhaps I am misunderstanding it but I believe you can distribute the source code to your game.

    What you cannot distribute is Epic's game engine source code and binary tools. However your customer can download these at no charge from Epic just like you did. So it seems a customer can get everything they need to rebuild the game themselves. They just need to download game code from you and engine code/tools from Epic.

  34. Xbox Live and Windows Store by tepples · · Score: 0

    What if Microsoft said pay us 5% of your gross income goes to us because you use our operating system

    Microsoft takes a lot more than that for Xbox Live Marketplace (for Xbox 360 and Xbox One), Windows Phone Store, and Windows Store (for Windows 8 and Windows RT).

    1. Re:Xbox Live and Windows Store by ewibble · · Score: 2

      And that is not fair either, it should reflect the marginal cost to them of providing you with the service not a percentage of your gross profit.

      The point is its not fair not that no one does it, and if everyone did it it would be unfeasible.

    2. Re:Xbox Live and Windows Store by Anonymous Coward · · Score: 0

      And that is not fair either

      you'll realize when you grow up that life isn't fair.

    3. Re:Xbox Live and Windows Store by tehcyder · · Score: 1

      it should reflect the marginal cost to them of providing you with the service

      You are saying that because you know full well that the marginal cost to them is effectively zero, and you would therefore get it for nothing.

      In business, you don't offer your products for sale at their marginal cost, for the very obvious reason that if you did you would never make any profit.

      If you use their game engine to make a game that sells millions and earns you a fortune, it seems entirely reasonable that they get a proportion of that fortune. You are not being forced to use their particular game engine, after all. There are others out there, or you could roll your own.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  35. Hobby games in the living room by tepples · · Score: 0

    The fact is Game development is rapidly moving into the hobby space much like home studios did to music and youtube is doing to TV.

    Except there's a difference. Anyone can burn hobby music to a CD-R and play it in a stereo. Anyone can burn hobby video to a DVD+R and play it in any brand of DVD player. The game market is qualitatively different. The major consoles lock out hobby games, and PCs are uncommon in the living room. Some of this can be traced to certain bad decisions made by the North American video game industry in the first half of the 1980s.

  36. Would Blender work? by tepples · · Score: 1

    That's a few maya licenses

    As O-Zone asked in the Numa Numa song, "Maya who?" If a studio is trying to grow organically from a hobby into a business, is there a reason it can't just use Blender to create assets for Unreal Engine?

    1. Re:Would Blender work? by Kielistic · · Score: 1

      The conversion tools aren't quite a polished/full-featured. You actually import assets into the engine using an Adobe format. It is definitely doable though and I think it is gaining traction.

      But to actually answer your question: people think they need Maya because that's what they heard was the best.

    2. Re:Would Blender work? by entertainment · · Score: 1

      Blender actually has a game engine built in. I have also wanted to use it in animation production for a long time, however the learning curve is steep, and the program is poorly organized. Maya really is the baddest CG app out there - I have been using it since version 1, the newer versions are getting wonky with feature bloat, however it is still the most amazing application from many perspectives.

    3. Re:Would Blender work? by entertainment · · Score: 1

      Maya is the best, I have been making CG since the late 70s and maya has made me many many hundreds of thousands of dollars in output even in just the last few years. I can consistently bank with that software, but I am lucky enough to be in a 'relatively' solid gig ATM. I have used ALL other 3d software in a professional setting and Maya is by far the king - Houdini may catch up due to the fact that bloat and 3ds max style crap is creeping into maya. Softimage RIP. Lightwave - Cya. Blender may have promise at some point but they need to standardize on navigation pronto. Alias and Wavefront, oh ya TDI Explore. Those are part of the original Maya core.

    4. Re:Would Blender work? by Kielistic · · Score: 1

      I didn't mean to imply Blender was as good as Maya. I don't think there are too many people that would make that claim. I more meant hobbyists/amateurs thinking they need Maya even though they cannot really afford it.

  37. Commissions are widespread by tepples · · Score: 1

    if everyone [took a percent of gross] it would be unfeasible.

    Everyone does take a percent of gross: Google on Google Play Store, Amazon on Amazon Appstore, Apple on App Store, Nintendo on eShop, Sony on PlayStation Store, and Microsoft as I mentioned above. The market for physical goods is little different: Amazon takes a commission of sellers' revenue on Amazon.com, and eBay and PayPal take final value fees.

  38. Re:Why? by mark-t · · Score: 1

    Then you have the low end shovelware crap being made with the likes of Unity 3D. Although their days are numbered now they got greedy and chose to screw over devs.

    Really? What have they done?

  39. Way too many issues by Andy+Smith · · Score: 1

    I've spent the evening with UE and I'm running back to Unity. I don't know about the PC version but the Mac version isn't ready for primetime yet. I know it's quite new so hopefully they'll work on it some more. A lot more.

    Currently, nearly everything fails. Create an empty project and add a Player Controller... fail. Plus this is personal taste but the viewport camera controls are utterly awful. Keep in mind that I use Unity and Blender every day, two apps that are known for their poor viewport controls, and I get on just fine with those. UE's controls are so bad that they even have one way of zooming the camera in 2D viewports and a different way in 3D viewports.

    Oh and the W, E and R keys for move, rotate and scale, sometimes work and sometimes don't. The quad view doesn't track mouse movements so to switch from one view to another you have to either left-click (which can mess with your selection) or right-click (which brings up a menu that you have to dismiss).

    I could go on... But, bottom line, I didn't like using UE at all. Unity is wonderful in its own right, but compared to UE it is beyond words. UE is an over-engineered mess that doesn't work.

    All of this is on Mac remember. I'm sure the PC version will work a lot better.

    1. Re:Way too many issues by Anonymous Coward · · Score: 0

      Unity and UE4 are very different. My take is that Unity makes the basics very easy while the UE4 editor keeps hand holding to a bare minimum. It exposes as much as possible of what the engine can do. Figuring out that huge beast properly takes time. Epic has a lot of excellent video tutorials to help with that along with some pretty decent written documentation. I find that stuff very helpful.

  40. Capable engine doesn't ensure quality game by Anonymous Coward · · Score: 0

    How's there less of an excuse? UE4 isn't going to force anyone to produce high quality output, if its dev tools are easy enough to use then it'll just add to the ever increasing heap of shit that is poorly made commercial early access games on steam, often Unity3D's domain in the past. No bars will be raised, only floodgates further opened, a port of the slaughtering grounds to UE4 isn't going to stop it being a massive steaming pile of shit.
    Meanwhile, people make quite interesting and thoughtful stuff with gamemaker, RPGmaker, twine and such.