But once you get past that step to the point of actual production and later optimization you'll want to be doing it through code. I see visual scripting as an awesome way to get up to and through the prototyping phase of development, really quick and easy to get things running, really fast iteration time. At some point I bet someone will make some Lua bindings for UE4, that'll open it up to anyone, but for now C++ is a really hard thing for a novice to deal with even though at first it's nicely hidden away by Blueprints. If the OP had some background in programming then sure go with UE4, learn some C++ along the way, no problem. Though Haxe/Stencyl is somewhat debatable due to lack of community/tutorials/documentation. All the other engines have much easier programming languages to deal with at that point. For the OP (someone who doesn't know programming at all) C++ will be like hitting a brick wall. My reasoning against recommending Unreal 4 to the OP is that as with any visual scripting system eventually you'll have to do something that is very inefficient or impossible to do without code. IIRC I mostly used Kismet with UE3 to control triggers, physics, enemy spawning, environment animations, etc. Unreal 4 didn't even exist on my radar until a few months preface this by saying I don't have much experience with visual scripting systems. Unless someone want to explain to me why *learning* anything else would be more favorable to someone in the long run I'm going to go ahead an continue to say that Unreal 4 is the undisputed world champion of game engines currently. But Blueprint is far more powerful and easier to use too. My roots are in blender game engine.It is extremely intuitive in the sense that you model what you want and animate and bake and paint and sculpt all right there inside of your levels and play them right there in the same viewport.īut still gotta give it to Unreal 4. Though with that said using Blender Game Engine to make games would be kind of off the beaten path. Python is a really easy programming language to learn and if you're a 3D artist as many people on Polycount are then it will be useful for you in many other 3D apps as well, Maya, Modo, etc. I'm pretty sure you can also use Python when you want to actually code stuff. It uses something called " logic bricks" for visual scripting. Windows 8 is due for release on October 26.Another interesting choice would be Blender's game engine. "We are excited to help our developer community take full advantage of the tremendous opportunities the Windows 8 ecosystem presents." "By supporting Windows 8, GameSalad developers now have the opportunity to reach all new Windows 8 users, regardless of form factor," added GameSalad CEO Steve Felter. GameSalad Creator has been used to make over 100,000 games, including Zombie Drop, The Secret Of Grisly Manor and Space Panda. "By making it easy to create and publish games to the Windows Store, GameSalad developers now have access to a powerful distribution channel with unprecedented global reach across more than 200 markets." "Microsoft is thrilled GameSalad will be bringing its popular GameSalad Creator product to Windows 8 and welcomes its passionate community of more than 400,000 developers," said Microsoft's John Richards. GameSalad Creator, a development tool used by around 400,000 developers since 2009, has added Windows 8 to its list of compatible platforms.
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