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Re: Unity 2.5 for Windows - sooner than you think
[Re: zwecklos]
#261720
04/19/09 17:51
04/19/09 17:51
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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looks nice but i think there are some artifacts caused by the mixing of fixed function and vertex shader materials. i have this problem too in my projects but it should be fixed in 2.6: Vertex Shader based Vertex Lighting Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit lights. On Direct3D this creates some rendering artifacts on very close or self intersecting surfaces. We want to end this by implementing a full fixed function emulator in vertex shaders. You won’t have to do anything, it will just work!
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Re: Unity 2.5 for Windows - sooner than you think
[Re: zwecklos]
#261722
04/19/09 18:13
04/19/09 18:13
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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How long did it take to port Krönlein? And, what were the difficult parts?
BTW, the camera movement has an interesting concept, its almost like bending your neck backward and forward. I noticed this, when standing with the back to a wall and looked upward.
Last edited by Pappenheimer; 04/19/09 18:20.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: Pappenheimer]
#261820
04/20/09 12:15
04/20/09 12:15
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Joined: Sep 2005
Posts: 274 Switzerland - Zurich
zwecklos
Member
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Member
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
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Vertex Shader based Vertex Lighting Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit lights. On Direct3D this creates some rendering artifacts on very close or self intersecting surfaces. We want to end this by implementing a full fixed function emulator in vertex shaders. You won’t have to do anything, it will just work!
Awesome news! We tried to work with anti-aliasing, then those artifacts arnt that bad anymore but then we are not able to use post processing effects. This issue with anti-aliasing and pp effects seems to be an overall problem Maybe its just to complex to implement it to a commercial engine. How long did it take to port Krönlein? And, what were the difficult parts?
BTW, the camera movement has an interesting concept, its almost like bending your neck backward and forward. I noticed this, when standing with the back to a wall and looked upward.
I dont know exactly how long it did take to port Krönlein, we spent a lot of time with experimenting and testing. But I guess when the 3D Content and all the textures are ready for export, its just a matter of hours. The import/export pipeline from unity is just amazing. The camera movement is still work in progress. As you said its an interesting concept but it disturbs when you are near a wall and looking downward. The camera then goes through the geometry. cheers Sinn- und Zwecklos
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Re: Unity 2.5 for Windows - sooner than you think
[Re: BigDaz]
#261878
04/20/09 21:09
04/20/09 21:09
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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dould not find anything made with, unity, the 3d game is made with Flash... It's pretty neat for a flash game tho..
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Re: Unity 2.5 for Windows - sooner than you think
[Re: Samb]
#261939
04/21/09 08:00
04/21/09 08:00
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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No, I´m rather concerned about complicated functions like setting the pan angle of an object to a random value. This seems not to be very intuitive. Of course everything is object oriented, but it scares me that such simple functions are cluttered into more than one line: var temp : GameObject = Instantiate(prefab, position, Random.rotation); temp.transform.eulerAngles.y = 0; I prefer "ENTITY.pan = random(360);" - but that´s just me. Edit: Pappenheimer has nailed it pretty well.
no science involved
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Re: Unity 2.5 for Windows - sooner than you think
[Re: fogman]
#261987
04/21/09 13:20
04/21/09 13:20
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Joined: Nov 2000
Posts: 1,534 hamburg
Samb
Serious User
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Serious User
Joined: Nov 2000
Posts: 1,534
hamburg
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errrmm... I done that in my game, so the rotating items won't looking all the same. this is the code: transform.eulerAngles.y = Random.value*180; and it works. really, it seems that some guys are nitpicking everything just to get something that they don't like about unity... also, if someone is interesting, this is the last status of my game, made with the unity trial. need yet to buy the full version: http://www.bysamb.de/priv/unity/rollingballweb1.html edit: before anyone cries it out loud: yes, in this version they are all rotated the same, I need to change the code to: transform.parent.eulerAngles.y = Random.value*180; but since the trial is over, I couuldn't do that.
Last edited by Samb; 04/21/09 13:23.
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