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SoCoder -> Link Home -> Dev-News


 
Jayenkai
Created : 05 November 2009
 

Unreal Free!



https://www.udk.com/
Well, sod Unity then!!

Unreal 3 Engine .. FREEE!!!!!!
(And/or Royalties if you sell your game)

 

Comments


Thursday, 05 November 2009, 09:19
Scherererer
Wow.
Thursday, 05 November 2009, 11:02
JL235
I think this is pretty much it then. Small games libraries are dead, big professional middle wear FTW!
Thursday, 05 November 2009, 14:01
Phoenix
Call me old-fashioned, but I still prefer to just write code as opposed to fiddling around with a full game editor.
Thursday, 05 November 2009, 14:48
Jayenkai
Yeah, same here, but little games..
..
I'd never sit and write a big-ass 3D engine!

If I wanted to make "Platdude's amazing adventures in 3D", then I might attempt to use something like this.

..
Maybe!

Actually, I'm not sure if it could handle all those boxes
Friday, 06 November 2009, 07:00
CodersRule
I thought DarkBASIC and Unity being free were just a coincidence. The economy must me worse than I thought ?
Friday, 06 November 2009, 07:11
JL235
CodersRule I thought DarkBASIC and Unity being free were just a coincidence. The economy must me worse than I thought ?
Nah, I don't think that's it. I believe it's all in order to raise awareness and usage of those products so they can all try to become top dog.

This helps studios currently using it because they have a wider group of developers to employ from, which makes the developer more likely to use the engine again in the future. Novice developers who have used a particular engine are also more likely to use it again when they become professional developers.

It's like MySQL. Even though there are better database products out there it's everywhere now because it's free to use. This means there are more MySQL developers then say Oracle, Sybase or MS SQL which in turn promotes sales. The company can make money by selling a pro version, in MySQLs case this is it's Enterprise edition.

It's known as the doughnut model in business where you have products or services on the outside that attract people in to purchase the products on the inside. The free non-commercial games engines are the products on the outside, and once your hooked your more likely to use the paid commercial versions on the inside of the doughnut.
Friday, 06 November 2009, 07:14
steve_ancell
If Blitz Research LTD follow suit, I'll eat my hat , although I don't actually have a hat, but I might go and buy one for that special occasion

|edit| To show how serious that statement is, I'll even get my M8 to film it ! |edit|
Friday, 06 November 2009, 10:50
JL235
I do not expect BRL to do that because not enough people use Blitz Max or Blitz Basic commercially, and any commercial license then did provide would be worth very little in comparison to Unity and the Unreal Engine.

IMHO: I think BMax should be released for free, it would really boost it's popularity. But successful languages always have what's known as a 'killer app' that they help to push. With C it was UNIX, the majority of Ruby's popularity is down to Ruby on Rails but BMax doesn't have one.
Friday, 06 November 2009, 14:54
Jayenkai
Blitz already did, years ago..

I'd say at least half of us have the Free With PCFormat/PCPlus edition of Blitz2D.
Friday, 06 November 2009, 17:39
steve_ancell
Yeah I know, I already got the PC Plus version, but that was yonks ago, and doesn't qualify for hat eating.
Monday, 25 January 2010, 14:52
Afr0
Phoenix Call me old-fashioned, but I still prefer to just write code as opposed to fiddling around with a full game editor.


Well, there's UnrealScript, which allows you to make custom gametypes, weapons and character[types] for starters. UnrealScript has now also been fitted with a DllBind function, which in theory allows any single developer sitting on a license of 3DS Max and MudBox to create 'Mass Effect 2' singlehandedly (given that same developer is living on governmental aid with tons of spare time on his hands!)
The UDK Editor also integrates Kismet, which is basically a node-based language for setting up events and triggers on a level by level basis.
I'm making a demo with UDK as I write this. The focus of the editor and the suite itself is definately more designer oriented, but if you take the time to learn UnrealScript and combine it with DLLBind, you'll be hard-pressed to find stuff you can't actually do.