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Re: Unity 3 announced
[Re: AlbertoT]
#314872
03/11/10 18:11
03/11/10 18:11
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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[just to all the posts that keep saying "dynamic shadowmapping"] all am hearing is dynamic shadow mapping this and dynamic shadow mapping that. jeez come on, its not a NEED, it adds to a scene but if you cant make a scene look good WITHOUT it then enabling it is just sad, btw, most games now that support dynamic shadowmapping would still look great without it and there are ALOT of game engines that dont do dynamic shadowmapping and still look great: unreal engine source engine the engine behind halo all i see GS needing is a more professional approach to how it does work on the editors and these "updates" are quite crappy, 3 new script functions in 2 months and they call that an "update", quite pathetic, as far as i see it, graphics only come under 2 groups: fail - ppl wont glass at your game unless it offers something truly unique otherwise pass - quality is enough for people to make a glance, aiming above this is just unecessary for a indie because if after that first glance your gameplay didnt pull them in, no amount of shiny effects will make them love the game, theyll love how it looks but not necessarily get attached you dont need dynamic shadowmapping to get a pass i think this engine can pull off close to what the source engine can do, sure it may take some time and third party tools but am sure if you give a professional team 3dgs and the same basic tools we have, they can produce with it i've seen phone games that look better than half of the projects i've seen by 3dgs i still think all gs needs is better editors, material editors and pixel lighting for example, my project 'scion', the only thing slowing it down now has NOTHING to do with the engine, we already sat and found the engine limits and new what needed to be done, workaround workarounds and more workarounds which is also what being a designer is about, only thing slowing us down now is probably lack of artists and my own laziness and i'm also quite sure that we'll be one of if not the best looking 'completed' projects to be done with this engine and i hope then GS will get some recognition
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Re: Unity 3 announced
[Re: ventilator]
#314880
03/11/10 19:04
03/11/10 19:04
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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unities free version is about exactly the same feature wise hm... i see quite some differences actually... some examples:
gamestudio free | unity free
---------------------------------------------
permanent watermark | startup logo only
no shaders | shaders
ode | physx
no bone weights | bone weights
no multiplayer | unlimited multiplayer
WED | a nice editor
windows | windows, osx, webplayer
...
its more like:
gamestudio free | unity free
---------------------------------------------
permanent watermark | startup logo only
no shaders (ffp effects tho) | shaders (only included ones)
PLUGIN ABILITY | NO PLUGIN ABILITY WHATSOEVER
EASY C LIBRARY INTEGRATION |NO LIBRARY INTEGRATION
ode | physx<(only)
^(or many other opensource plugins that can or have been made)
no bone weights | bone weights
no multiplayer | unlimited multiplayer <(only option for multiplayer)
^(although tons of networking plugins that are great)
WED | a nice editor
windows | windows, osx, webplayer
...
so really be fair, if your going to show the limitations of the free a7 you really should show the many limitations on unity free.
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Re: Unity 3 announced
[Re: lostclimate]
#314891
03/11/10 19:48
03/11/10 19:48
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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isnt Extra now free? even if not as yet, wouldnt it be more like:
gamestudio free | unity free
---------------------------------------------
startup logo | startup logo
shaders (ffp effects too) | shaders (only included ones)
PLUGIN ABILITY | NO PLUGIN ABILITY WHATSOEVER
EASY C LIBRARY INTEGRATION |NO LIBRARY INTEGRATION
ode | physx<(only)
^(or many other opensource plugins that can or have been made)
no bone weights | bone weights
multiplayer | unlimited multiplayer <(only option for multiplayer)
^(plus tons of networking plugins that are great)
WED | a nice editor
windows | windows, osx, webplayer
...
Last edited by darkinferno; 03/11/10 19:49.
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Re: Unity 3 announced
[Re: ventilator]
#314894
03/11/10 20:03
03/11/10 20:03
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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i still think all gs needs is better editors, material editors and pixel lighting I don't know what "pixel lighting" is meant to mean to you, but sounds to me like you need to either learn shaders, hire a shader programmer, or use Shade-C ^^ Yes, Unity Free lacks render-to-texture so Gamestudio Commercial has an advantage if this feature is important to you but Gamestudio doesn't come with good dynamic shadows in any edition. Like has been discussed in this thread already they theoretically could be added by yourself but it still seems like nobody has been able to achieve that. All attempts so far are missing something. Perhaps all attempts that people are going to give away for free are missing something. You'll find that most of the best-looking games use very simple shadow systems -- from the Unity lighting demo's own completely unfiltered and low-resolution point lights to the shadow-mapping in any gorgeous PS3 game (Uncharted 2, anyone?) which is quite sneakily low in range, but the complexity and confined nature of most scenes hide it quite well. What you miss is that render-to-texture and post-processing effects are required for some very, very simple stuff: bloom, HDR, depth of field, screen-warping effects such as heat-haze and refraction, real-time reflections, and the list goes on. And I've only mentioned the really simple stuff -- stuff that shouldn't be an issue to implement. I think Unity has a very good balance -- multiplayer and simple shaders would be much preferred over free GS's features. And yes, "simple shaders" is appropriate, because even though you can write your own, almost any advanced shader effect needs render-to-texture. I think Extra would do very well with shaders but no render-to-texture. But if you already have Commercial, or especially Pro, I don't see a reason to move to Unity Free. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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