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UDK is a double-edged sword in some repsects. it will indeed make any modders work easier if he's choosing an engine to work on but it comes with only half a dozen textures and a single mesh, leaving you to have to build all your content from scratch. my initial gripe was trying to emphasise that, even if the coding is more work on HL1, the complexity runs much further than picking scripts and pushing buttons in UDK and by extension requires more effort over a wider spectrum of developer aspects.
I suppose we can blame most of this discussion on the fact that this is a thread with what seems like three debates going on at once. We have it titled about efficiency (something outside of my concern) with quotes about lighting (again, outside of my concern since its being addressed) and discussion between mods and industry swinging like a wild pendulum with each post.
I suppose we can blame most of this discussion on the fact that this is a thread with what seems like three debates going on at once. We have it titled about efficiency (something outside of my concern) with quotes about lighting (again, outside of my concern since its being addressed) and discussion between mods and industry swinging like a wild pendulum with each post.