• 98 Posts
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Joined 1 year ago
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Cake day: June 12th, 2023

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  • I’ll consider the possibility that the engine is blameless when I see two Unreal Engine games that do it well, hinting that it’s not unreasonably difficult. Sometimes a tool just doesn’t work well for certain uses. That could be due to a design that tries and fails, or one that doesn’t try at all and lacks a good foothold for a custom approach.

    In any case, my comment is not about one specific issue. Thus the words “for example”. The point is that what GGP said was obvious is in fact not obvious. Blizzard might very well have passed on that engine because of limitations they found, regardless of whether they detailed them publicly.


  • Unreal Engine checks all of those

    No, I don’t believe it does. In particular, Section 4: “How You Can Share the Licensed Technology When It Isn’t Part of a Product” imposes restrictions that contradict the very first clause in the Open-Source definition: “Free Redistribution”.

    At a quick glance, I expect the royalty requirements fail the first clause as well, but there’s no point in combing through them for this conversation, given the above.

    You obviously want to believe otherwise, though, and I don’t want to argue with you. Feel free to test it in court. Good luck.







  • I’m not so sure.

    Unreal Engine can obviously handle some things well, but when I’ve seen it used for less common mechanics, the results have been mixed. For example, climbing and traversing uneven terrain are pretty bad in games like Palworld and Palia. Compare to the Breath of the Wild engine, which handles those things beautifully.

    It’s plausible that such mechanics were planned for this game, and that Unreal Engine made it difficult to get results that meet Blizzard’s standards.