We pioneered this in Fortnite, which was the first to connect Sony, Microsoft, Nintendo, Apple, Google devices, every device, and enable everyone to play together. Our goal since the very early days has been to connect all the players across all the platforms. We want to make developers’ lives easier and more productive so they can build more effective businesses. The Lumen technology frees developers from having to wait for lighting and build their games around the limitations of dynamic lighting. You don’t have to create yet another chair or mountain or rock for your game. It ties into the Quixel megascans library, where we’ve made available a vast and rapidly growing collection of assets to everyone for free use in Unreal Engine games. You just build your highest-quality assets, and the rest of it is the engine’s problem, sorting it out and scaling to each platform. Nanite frees developers from having to worry about individual polygons. We want to make it productive for people to build games at this quality level. Building high-quality content takes enormous time and cost. In this generation we’re pushing geometry to new levels with the Nanite technology, also the Quixel megascans library, which produces film-quality assets scanned from the real to make content creation much more practical, and the Lumen dynamic lightning technology.īut our goal isn’t just to bring more features to developers - it’s to help solve the hardest problem in game development right now. Epic has always pushed the leading edge of what’s possible on 3D hardware. Tim Sweeney: This is a first glimpse of Epic’s next-generation lineup of tools and technologies for game developers.
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