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Found 5 results

  1. Source Hi , Today, Epic has opened up Unreal Engine 4 to the world! UE4 is now available for download in its entirety, including the full features, tools and the entire C++ source code for PC, Mac, iOS, and Android through a subscription plan. You can subscribe to UE4 for $19 per month, and ship games with UE4 commercially by paying 5% of gross revenue from product sales to users. The engine includes lots of free content, including template games, sample games, content examples and more from the built-in Marketplace. In UE4, all engine and game code are written in C++ using Microsoft Visual Studio (available free online) or Apple's Xcode. Designers can build code-free games using Blueprint visual scripting, but there's no UnrealScript, C# or JavaScript. GitHub is hosting the complete C++ source code for community-driven sharing and collaboration. To get started, visit https://www.unrealengine.com.
  2. This is the Unity Master Thread. You can throw your questions in here, as this will be a sticky. Get unity3d: http://unity3d.com/unity/download/ Useful resources and learning materials: Forums http://forum.unity3d.com/ Semi-official Wiki http://unifycommunity.com/wiki/index.php?title=Main_Page Q&A http://answers.unity3d.com/index.html Scripting tutorials http://www.unity3dstudent.com/ Scripting tutorials http://cgcookie.com/unity/ Popular Plugins & tools: Strumpy Shader Editor: http://forum.unity3d.com/threads/56180
  3. This is the Unreal Master Thread. You can throw your questions in here, as this will be a sticky. Get it here: https://www.unrealengine.com/
  4. For games where the model will be converted into tris and use a texture and normal-map, Is it more efficient to use separated topology like this (22 tris) Or joined topology like this (28 tris) ??? and why
  5. http://www.cryengine.com/news/crytek-announces-its-cryengine-as-a-service-program Game developer and publisher Crytek today announced the launch of its "Engine-as-a-Service" (EaaS) program, making its revolutionary CRYENGINE technology accessible to a vast new audience. CRYENGINE gives users access to the same award-winning toolset that was used to create Crytek's Ryse: Son of Rome, and equips them to develop outstanding games across all of today's leading platforms. As a first tier of its new program, Crytek has revealed that from May this year, indie developers will be able to use all of CRYENGINE's cutting-edge features for a monthly subscription fee of 9,90 USD/EUR per user - royalty free. Those features include the recently announced addition of CRYENGINE features such as Physically Based Shading, Geometry Cache and Image Based Lighting - an upgrade already shown in action by Crytek at this year's GDC conference in San Francisco. More details about the game-changing opportunities on offer to developers as part of the program will be announced in the near future. The CRYENGINE free SDK will continue to be available under its current terms but developers wanting to take advantage of the new features of CRYENGINE will need to subscribe to the new EaaS-Program. Crytek's Director of Business Development , Carl Jones, said: "When we announced the new CRYENGINE this was our first step towards creating an engine as a service. We are happy to announce now that the latest update of CRYENGINE will soon be available to all developers on a subscription basis. We are really excited to make CRYENGINE available to hundreds of thousands of developers working with Crytek to make awesome games.” The launch of the CRYENGINE as-a-service program expands Crytek's online service portfolio, continuing on from their step into self-publishing with free-to-play online FPS, Warface. For more information visit www.cryengine.com
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