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Re: Unity 2.5 for Windows - sooner than you think
[Re: lostclimate]
#256960
03/19/09 19:08
03/19/09 19:08
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I Also hate when people refuse that the ability to add to the the ambiance of a game adds a great deal to a game. It's not just the great artwork, or the great gameplay but also the ability to pull them together into look that naturally fits together. That can be done with good lighting. You dont need post processing to do that. Look at an offline rendering software. You can create fantastic images there without a single post pro effect. The same counts for real-time 3d sceneries. You have to find a good choice of ambient color / light and local lights (dynamic or static). This works everywhere and does not need a magical kit, just some color theory, practice and trial and error.
Models, Textures and Games from Dexsoft
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Re: Unity 2.5 for Windows - sooner than you think
[Re: ortucis]
#257059
03/20/09 09:12
03/20/09 09:12
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Someone should recreate this island in A7 to see the difference between the two visually. I see a bigger issue with performance then. This Unity island demo scales very well on every kind of hardware. I tried on high and low end systems and it always runs smoothly (sacrificing details, lod appears early on low end). This is impressive. I am also impressed by the shader system. It has to generate shaders for many platforms and several hardware, not only PS 3.0, 2.0 and so on, also HLSL, CG and others. This is a very flexible architecture and I believe it will be the best choice for small and casual games all over the world. For bigger games, like Ortucis mentioned, I would rather use something with impressive scene management like C4.
Models, Textures and Games from Dexsoft
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Re: Unity 2.5 for Windows - sooner than you think
[Re: dwalther2]
#257845
03/25/09 21:16
03/25/09 21:16
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Joined: Feb 2006
Posts: 324 Germany
maybenew
Senior Member
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Senior Member
Joined: Feb 2006
Posts: 324
Germany
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the windows version of unity altogether is not that good, which is mainly caused by windows being not that optimized as macos.
any pre-2.5 version of the engine was just a dream to work with on mac os, no torque and no A7 came even close to reach the flexibility, performance and the features of the engine. the 2.5 version has a few glitches, especially in the windows version, but also the mac os version got a little slower as the GUI is now completely drawn by the engine (both on win and mac os).
unity is just easy - easy to handle, easy to extend, easy to master.
this engine definately is the strongest package out there at the moment for indie developers and also larger development teams aiming at fast, multi-plattform release-cycles with lower budgets at their disposal. the engine is cheap for getting started with it and there are no strings attached. the main competitor in this sector will most likely be the new garage games torque release, but as I checked out their first announcement I saw that the licensing model alone is just a mess.
well anyway, i will stop rambling on now. the engine won me over last year after only 2 weeks evaluation. anybody who is fed up with A7 and its limitations, problems, bugs, etc. really should spend the 200 bucks and take a look at unity.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: maybenew]
#257862
03/26/09 01:26
03/26/09 01:26
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Joined: May 2008
Posts: 121
ortucis
Member
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Member
Joined: May 2008
Posts: 121
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Windows not optimised as OSX? Uhh.. ok. anybody who is fed up with A7 and its limitations, problems, bugs, etc. really should spend the 200 bucks and take a look at unity What about the limitations, problems, bugs, etc. we posted about Unity? That makes it better somehow? Also, do you know how much 200 USD is in other parts of the world? (HINT: Not cheap). Reminds me of how Torque users go around posting "Torque is best, buy it" on every possible forum.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: ortucis]
#257875
03/26/09 07:39
03/26/09 07:39
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Reminds me of how Torque users go around posting "Torque is best, buy it" on every possible forum. Yes, there are many fanboys of Torque tools. And if you get into it, it will be fun to work with Torque. Wicht and Kiyaku can tell you stories about it But even Kiyaku as a Torque "lover" now creates a game in Unity3d. It is just an easy to use tool with great workflow. The upcoming Torque3d still provides the same old DIF, DTS and a new Collada2DTS mechanism. The tools look better but are almost the same. They will not beat the ease of use of Unity. Torque3d also comes with web publishing, but only in the expensive edition (about $1,000). The cheap basic version is useless, most kits will not work there. But it will be a good starting point to learn this technology and save money for the bigger version. And if you want to make a multiplayer game, then Torque3d will be a good choice. The Indie version of Unity on the other hand allows to finish games and has only minor restrictions. It will be perfect for smaller and casual games. You wont need post processing in a casual game. But if you are dreaming of big ambitious projects then you need something like C4 with great optimized scene management (portals, zones, occlusion geometry) and latest technology, voxel space terrain, full editors and optimized engine. A7 as a Windows only engine without web player is a bit behind the other ones but is an interesting and cheap starting point to learn 3d and to save some money for students and hobbyists with not too much ambitions. And then it proved to be extendable if you have a lot of experience. So it just depends on your project and your needs. But I believe that the ease of use will win in the long run and will attract more customers. 3d game dev is hard enough and beginners will take whatever will help to ease this way.
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