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File: unreal.jpg (145 KB, 1280x1280)
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Why does every game use this shit?
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>>721893183
Because it's a great multipurpose engine
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>>721893183
now add grab,rotate,scale buttons dimension
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.
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>>721893183
Because it allows Pajeets to make large open world games. You don’t even need to know how to code to make them
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>>721893183
Because it takes a lot of time and resources to develop own engine with all the modern bells and whistles. Just look at games like Crimson Desert which decided to use own tech. They announced the game in 2019 and it's set to release in 2026. And it's not even a small AA company like Sandfall with Expedition 33. They've got like 1000+ employees.
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>>721893183
What does the left/right handed thing mean? Just rotate your camera?
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>>721893183
Fortunately, unreal will soon switch to Right handed Y up. It will still be a mess when importing from blender, but at least it's a step in the right direction.
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>>721893183
because you touch yourself at night
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>>721893183
what makes a man turn left-handed?
lust for gold? power? or were they just born with a heart full of leftyness?
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Use what? An axis? To denote a direction, I guess? For math stuff and movement and positioning I guess
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>>721895646
>Switch from brainrot to brainrot
One job.
https://x.com/Jonathan_Blow/status/1846414645340389700
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>>721899264
>jonathan blow
>
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>>721893183
Isn't Z math axis for up? Why the fuck would Y be used instead? Is this american thing like imperial system instead of metric?
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>>721899553
In 3D software Z was traditionally used for depth.
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>>721899553
There was a thread before where some anon explained with a paint picture that in the game math, the player(camera) is "lying down" and 3d world moves on or from him.
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>>721899553
there's not really an "up" in maths

From contexts based on maps you get x and y being a position on a horizontal plane and z being a height. From contexts based on screen projections you get x and y being a position on a screen and z and depth. Neither is more correct than the other.
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>>721899553
Y can be either up or north, depending on your interpretation.
That's assuming right-handedness. Left-handedness implies that Y points down or south, which makes Z a much more reasonable candidate for "up" in my estimation.
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>>721899743
>>721899985
>>721900127
That makes sense

>>721900332
This fucking doesn't what the fuck are you even on about?
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>>721900596
The answer is literally in front of you.

Screen coordinates start from the top left, with Y increasing as you go down.
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>>721893980
I dont get it
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I've used UE4, Unity, and one in-house engine for making games on teams.

Unreal is the most streamlined if you have a lot of people working on the same game. Since it makes a lot of things easier, devs often forget about a lot of optimizations that can be made for the game. All the shit online saying UE sucks should really say "UE Devs suck and are lazy"
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>>721893183
>MonoGames
>Y down
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>>721901952
When it's every UE5 games suffering the same problems, this isn't just the devs.
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>>721899553
Have you never seen a chart before?
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>>721893183
Is this a fingering tutorial?
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>>721902347
no, its still the devs fault. they're the ones who decided to use UE5 instead of UE4.
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>>721903191
Nobody should be using Unreal Engine to begin with, that's what pushed Epic to make UE5.
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>>721893183
based unreal being the only ones doing it right
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>>721893183
>Maya is Y-Up
>3DSMAX is Z-Up
They're both made by the same company, this is retarded
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>up is X down
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>>721901794
Clockwise from top right:
Window-centric coordinates
Map-centric coordinates
Drawing-centric coordinates
Rogan-centric coordinates
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>>721903335
Unironically this. Textures have to flipped for games on the right.
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>>721893183
>Porting models for Gmod
>I quickly find out the incompatibility issues when Blender is Y-Up and Source is Z-Up
pic related



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