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The engine is build not only to support version control but to really use it. Scene files for example which usually get compiled into some sort of unreadable data stay in a text format - that way you can actually see your changes in a version control system like Git. See More
Godot has an OOP architecture. Everything is an object internally and data is spread among many classes, thus it's difficult to optimize (i.e. not cache friendly, difficuly to vectorize or paralellize, etc). Read about "Data Oriented Design" for more info about the problems and solutions. See More
This engine barely released one year ago has more than 1000 forks on github and about 100 developers. Not only that just a bit of browsing trough issues you will quickly find out the dev community loves new esp free technology and does not shy away from completely rewriting parts of the engine. The audio engine is being completely rewritten to use threads and so forth. See More
Blueprints are authoring tools designed for non-programmers so designers and other team members can help tweak and prototype. UE4's Blueprint scripts resemble flowcharts where each box represents a function or value, with connections between them representing program flow. This provides a better at-a-glance indication of game logic than a simple list of events and makes complex behaviors easier to accomplish and games a lot faster to prototype. See More
Almost everything a game developer wants has a deep and sophisticated tool waiting for them in UE4. No external plugins are needed to make powerful materials, FX, terrain, cinematics, gameplay logic, AI, animation graphs, post process effects, lighting etc. See More
The Unreal Editor is the main place to do stuff (of course), so if someone wants to do a lot of C++ stuff, the compilation and linking turn-around times can be painful. Still they probably are quite fast in comparison to the provided featureset.. Still ,they are far from optimal. See More
Most of the "documentation" for code is actually just automatically generated from the source. If you're interested in knowing how things are supposed to work, you must either go to their answers site or pay for UDN. Often their examples won't even compile, since they were written for now outdated versions. See More
Compared to other engines, UE4 seems to perform various actions considerably slower. Actions like starting the engine, opening the editor, opening a project, rebuilding shaders, updating references, calculating lightmaps, saving projects, etc take long enough to get irritating and end up wasting precious development time. See More
Yoyogames website has a marketplace which opens up an opportunity for people to sell or giveaway created assets and resources (sprites, scripts, sounds, extensions, full source codes, etc.) for use in GameMaker. This benefits people who needs quality assets for their games, and for creative people to provide these assets for extra income. The Marketplace has a rating system so it can eventually increase the quality and competitiveness of the assets submitted. See More
There are no built-in refactoring tools - for example, you can rename a resource, but GM:S will not automatically change the mentions of it across the code to the new name. At the same time, however, all file formats are text-based, meaning that the effect can be achieved by simply doing "find & replace in files", which is a feature offered by pretty much every external code editor nowadays. See More
It is very easy to manage all these resources you want to put in your game, the UI widgets for each assets (sprites, sounds, backgrounds, rooms, objects and shaders) are intuitive enough for when adding or even editing the properties of each your assets. The included editors are also good and easy to use (sprite/image editors, shader editor and room editor). See More
In late 2012/early 2013, YoYo Games released a version of their new Studio IDE for cross-platform development that would import games and destroy all of the image type resources for some legitimate purchasers of the software by superimposing a pirate symbol on top of the image. This was due to a fault in their digital rights management software implementation which they use as a method of combating pirated copies of the software. Though the false positives bug is reported to be fixed, the DRM is still in place and may affect placeholder graphics, etc. YoYoGames publicly stated they would remove the DRM at a later point in time, but that other less-invasive DRM techniques would remain. See More
Game Maker Language (GML) is the primary scripting language that is interpreted similarly to Java's Just-In-Time compilation used in GameMaker. It is used to further enhance and control the design of a game through more conventional programming, as opposed to the drag and drop system. See More
Game Maker Studio uses a tiered service beginning with its free option. This standard edition of GM Studio has all of the features of the professional edition, minus the additional export modules for cross platform releases. The free standard edition also comes with a non-removable "Made with Game-Maker" splash screen. All other features are unhindered by the free version. See More
Functionality not present in RPG Maker 2000/2003 such PNG 24 bit alpha transparency, MOD music support and some extra command line interface parameters, such as skip title menu, are already a part of the EasyRPG player. See More
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