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Your last paragraph ticks me off so much about the current non-sequetor "industry standard". Most recent example I can give is that doesn't really care is EDF 4.1. It takes carpet bombing an entire city to make its FPS dip with hundreds if not thousands of gaint incest gibs (and four players) being flung across the map.

Do they really need a bazillion shaders and dynamic shadows on everything?



Unreal Engine is an industry standard when it comes to commercial general purpose engines.

There are more unreal engine titles for any given version than any other engine on the market on PC's and consoles.

On mobile unity is probably bigger atm.




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