So, I'm excited to say today that Unreal Engine 4 has been released under unprecedented terms (relatively speaking compared to Epic's history). You can have full access to the engine for a $19 subscription + 5% of gross royalties. I remember begging for a Linux UDK release but this is just so much more flexible a release, not to mention something that I can easily afford and play around with.
I just said screw it and purchased a subscription ;p From what I have heard and seen online Unreal Engine 4 seems like a amazing engine and quite easy to use supposedly. Love that they provide the full source code for the engine also :). If anything will pick up a thing or to hopefully from studying it.
I'm well aware of that; just saying, it could have been designed better. I mean, it doesn't even use much OOP and uses outdated concepts. You can tell by the way each module was coded by individual coding styles (they're pretty much the same, but they have several noticeable differences).
I'm not sure about the most recent builds, but I know I don't like they way the build I have was coded.
CryTek engine just released as well under a $10 subscription with no royalties. Unfortunately, there are no specific terms released yet.
Unreal Engine 4 has a set EULA that you must follow. Reading the UE4 EULA, you cannot freely distribute the source code for UE4 to everyone. The code must be kept private only too licensees, per the terms of redistribution. However, you may freely distribute to end-users in binary form (referred to in the EULA as Object Code).
While I'm not totally against that since most people who develop for a UE4 game will be a licensee anyways, I find it rather restricting towards the open-source community where people have a tendency to fix a specific issue with a game and then leave.
EDIT: Actually, I might be mistaken. If you create a project that depends on UE4, you can distribute and show the source of that project. You cannot, however, distribute any parts of the UE4 source. I was misinterpreting what was meant as "Engine Code" which is obvious to me now...
I got UE4 in hopes of developing virtual realty stuffs.
I have a design background, however I am capable of making own apps in (classical) JS, learning a bit about how node.js works in the back-end as well as other modules.
I have also messed around in Unity and C#, and that seemed to be within my bounds of understanding/ability.
I'm gaining some good knowledge of high-level programming, for practical applications. My weakest parts are always the lower-level stuff and patterns.
Could someone please enlighten me either with some handy links or a few words, where is a good place to begin for me with c++ and UE4? They have Blueprints (ex-Kismet?), but to me this takes all the fun out of making a game. I enjoy laying out my classes, compartmentalizing everything and setting up events..
I'm mainly looking to understand some do's and dont's, some design patterns (eg. would winging it with some OO JS style of code be a terrible place to begin in C++?), specifically to do with game development and better yet UE4.
Thanks. I am furiously googling in the background and reading as much as I can, but a human guru can really cut down weeks of stumbling around a lot of the time...
(eg. would winging it with some OO JS style of code be a terrible place to begin in C++?)
Yes it would be terrible.
If you're really new to C++, I would definitely recommend to get a beginner C++ book and start working from there. "Winging it" is definitely not what you want to be doing if you want to make games. Making games is really difficult. There is also a tutorial on this site you can take a look through too. If you get stuck on anything C++, ask on this forum and you will usually get a swift and accurate answer.