This is interesting to think about. I wonder how much effort it would take to make a mmo that utilized AWS for the backend and UE for the game client/server. Normally it's the art and game design that take the lions share of development time but UE art lib is growing massive and blueprints make it fairly easy to script game logic and the world building tools are such that even I who is far more comfortable with a code editor can create a armature level.
yes, but a lot of the stuff that CIG has spent a ton of time on...like fire...are now part of the base engines of new generation engines/renderers.
What do you mean start?yes, but a lot of the stuff that CIG has spent a ton of time on...like fire...are now part of the base engines of new generation engines/renderers.
CIG is rapidly coming to the point where the are going to start looking dated as their engine is now several generations old.
Hum. The art assets would easily transfer. You could remove all of the lod versions.Don't like Chris Roberts see this....
"Star Citizen pushed 5 more years pending Unreal 5.2 conversion'
Any assets created in engine would likely be a bitch to port. Everything created in Max, Maya, Z-Brush, etc. should be simple to port. However this is CIG and they have lots of issues fixing things that are simply database entry errors.Hum. The art assets would easily transfer. You could remove all of the lod versions.
The planet tech and city scape would need a little rework.
While you joke and it could take CIG 5 years to port what they have I'm not convinced it would honestly take long.