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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
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 Often their examples won't even compile, since they were written for now outdated versions.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
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
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
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
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GLSL code can be added straight into data configuration files and can be applied to any texture: background or objects whivh allows for some amazing effects. All GLSL versions are supported, again by providing the shader language version in your configuration file. Parameters are supported and values over time for shader animation. 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
With 3.0's addition of NativeScript and PluginScript via GDNative, developers can easily define bindings for new scripting languages. In addition to the primarily supported C++, GDScript, VisualScript, and C# languages, the community has contributed D, Nim, and Python as well with more on the way. See More
The engine's source code is easy to read and understand with a self-documenting approach to code design. You don't have to wait months or years for other people to fix an engine bug that is important to your game. Often times, you can spend an hour or two of your own time to fix whatever problems you encounter yourself. See More
Godot Engine is itself a Godot game. By adding the "tool" keyword to the top of a script, you can design extensions for the editor itself INSIDE the editor. Integrating these editor scripts into a bundled plugin for sharing is extremely easy to do. See More
The editor has a fully searchable index of class API documentation for everything the engine offers (NOT just a web interface). You can easily open the documentation for any class by Ctrl-clicking the class's name in the in-engine text editor for scripts. See More
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
Unity 3d has a lot of resources and documentation. as well as lots of supporters. this means, for me at least, you are able to quickly learn lots about programming and development. From no prior experience. Its scripted in c# which is a fairly easy language to use. and there are lots of tutorials about programming in it. If you want to you can also use "Unity script". There is an extremely large asset store with anything from networking, to better sprites, to visual scripting options. Some of these are paid but there are lots that are free. See More
Love it as a beginner. Have also worked with Clickteam Fusion, Pygame, and XNA. See More
It was really good. To me I'll say Unity is the best See More
The LÖVE wiki provides full documentation of its easy to use Modules, which are conveniently located on the side bar of the wiki. It took seconds to find the module for love.keyboard, which provided a list of all functions along with arguments and examples where the function could be used. See More
The LÖVE forums are extremely helpful. With people checking the forums every day, it won't take long to receive answer to your questions on the Support board, receive feedback on games you post in the Projects board, as well as have a chat about the LÖVE engine while learning tricks to use in the very active General board. If you need an immediate answer though, or just want to chat, there is a very active and helpful IRC channel. See More
Lua is an embeddable scripting language designed to be lightweight, fast yet powerful. It is used in major titles such as Civilization as well as a lot of indie games. Lua is very popular because it provides "meta language" features. You can implement object-oriented structures, or pure procedural functions, etc. It has a very simple C interface, and gives the engine developer a lot of flexibility in the language itself. Artists tend to love Lua too because it's very approachable, with plain and forgiving syntax. Lua is free open-source software, distributed under a very liberal license (the well-known MIT license). See More
Lua2D handles loading the resources, reading input, playing sounds and displaying stuff on the screen. Only the logic is left for the developer to write. It also removes the overhead of having to use and learn a GUI game editor. All you need is a knowledge of Lua and your favourite text editor or IDE. See More
The LÖVE engine is licensed under The zlib/libpng License (which is very short and human readable) which allows you to use the source code and even modify it as long as you do not claim that the original source code is yours. You can obtain the code at this bitbucket repository and even help fix bugs and participate in the development of LÖVE. See More
Theoretically all browsers should run HTML5 pretty much the same way, but thats not always the case. Something that worked fine on Chrome, for instance, might malfunction on Firefox (or vice versa). And there's nothing the devs of Construct 2 can really do about it, but to hope next Firefox update might fix it. Internet Explorer is not even recommended. Add to that the fact that exporting to mobile or desktops rely on these sort of stripped down versions of web browsers (Node webkit, Crosswalk, Ejecta) that you pack with your game, and you can have a real headache if you're trying to make your game work properly through multiple platforms. See More
i am an expert in it i have been using since i was 4 now i am 155 See More
hrill favour's Experience
Unlike Unity or other engine, it allows to optimize a language that uses garbage collector when using patterns of objects you can control the use of memory without needing a language like C / C ++, getting the same speed in a more productive language. See More
libGDX uses the Apache License 2.0. Not only is libGDX free and open source but also it's license gives you a lot of power over the engine. As long as you provide a copy of the license, give credit, do not hold devs liable and do not use libGDX logo in any engine forks you can do pretty much anything you want. See More
Other than a brief installation / getting started overview, libGDX's documentation consists of an official wiki with several incomplete pages, and automated Javadocs. The community recognizes these shortcomings, and new users are encouraged to ask for help. See More
This engine is not well put together. Is made from various free modules each with their own peculiarities. At times it feels you need to learn a couple of libraries rather than just one. Is not an engine for beginners as it requires coding. Lots of coding. You need to be intermediate to advanced in Java to develop in LibGDX. See More
The libGDX community, in the official libGDX forum is extremely helpful and approachable for any kind of question regardless of the its quality or difficulty. The forums themselves are a very helpful resource for any issue or guide simply by searching past posts in there. In addition to the forums, there's also the official #libgdx IRC channel on Freenode. See More
Very good and responsive specially since the new updates. Its also very easy to learn See More
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