
For our project we feel that as a team we would benefit much more using the Valve ‘Hammer Editor’ rather than the suggested Unreal Engine. Our reasons for the decision lie in the fact that the Hammer Editor is much more user-friendly, and is designed for creating more “realistic” levels than Unreal. This difference is clear when using the static mesh/prop libraries: Unreal contains predominantly technologically-themed items and alien equipment, whereas Hammer has things such as Coke machines, Chairs and other human, Earthly, affects. This means it’s much easier to create normal-seeming areas in Hammer than in Unreal.
Valve’s Hammer is also far more advanced than Unreal, with fire and water effects and above all physics taking a much greater role in Hammer than they do in Unreal, where they seem almost an afterthought to making large space deathmatch levels. The Hammer Editor is also a much newer engine than that of Unreal, a lot more frequently updated and generally more suitable to the project. Scripted AI is much easier and more flexible to input than that of Unreal, helping make the addition of civilians much easier and more effective than that of the Unreal ED.
Seeing as though our simulation will consist of a single player level, Hammer is much greater suited to this rather than Unreal, of which was intended more so for use of Deathmatch multiplayer levels.
Another reason for our choice is that while we learnt Unreal last year, we’re currently learning Hammer and it’s easier to use skills found in one lesson in another than to use two different programs for essentially the same tasks at the same time. Each of our team members feels much more comfortable working in Hammer than Unreal, therefore we feel that using the editor will allow our team to benefit more as a whole than that of using the Unreal ED.
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