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Re: unity 3
[Re: ventilator]
#342856
10/01/10 16:19
10/01/10 16:19
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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@JulzMighty: Ok, in fact like lot of people using A8 you like programming, and doing shaders. But don't forget there are lot of people that are most 3D artists, they prefer to create visual things than coding. In that part Unity is a lot better for 3D artist. For my part i find its structure incredibly good. For shaders, Unity have the common ones, it's very very sufficient ! What is the advantage to code a shader if you don't make a game using it  ?? I know A8 people like to code and realise tools, shaders. But for people targetting game making, and that are more 3D artists, believe me they really prefer to create the game and use common existing and sufficient shaders directly ! Perhaps you would want to say : Well Far Cry editor have lot of panels and things , i don't find it's struture really good ! And i'm not sure Far Cry team is a good team  !! Unity is a solid engine for INDIE and PRO domain ! With Unity it is possible to do all in C# , and you'll can use a professionnal editor from Microsoft , its far away from SED ! If we should dress the list of Unity advantages, it would be pages of them, just browse their description page It's like any engine, or modeler, you have to do some projects under it, to begin to be at ease with it ! But if you're not at ease with it; no problem don't use it, but don't say , it's not so good. Well it's not comparison A8 and Unity. It's Unity features , don't forget !
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Re: unity 3
[Re: ratchet]
#342899
10/01/10 21:13
10/01/10 21:13
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Joined: Mar 2006
Posts: 2,252
Hummel
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Expert
Joined: Mar 2006
Posts: 2,252
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What is the advantage to code a shader if you don't make a game using it ?? -selling it -learning from it -allure to implement different physical/self-conceived/etc. concepts -artistic aspects -fame 
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Re: unity 3
[Re: Hummel]
#342909
10/02/10 04:04
10/02/10 04:04
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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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all i can say is: lighting lighting lighting
thats gamestudios major flaw, we've been working on scion for a while and noone can give me any bullshit excuse to say gamestudio cant pull of AAA titles, it can, atleast in terms of setting the game up...
ragdolls - fine physics - fine good animation - fine movement - fine network code - fine
level design - problematic lighting - ERROR!!
scion froze when we couldnt get a decent level lighting pipeline, all we hear is bake this, bake that, ooo, use models instead of blocks, so on and so forth
workarounds and more workarounds
if i could get a decent level lighting pipeline up then doing a better demo than that unity thing would be a laugh..
all i've been seeking is, basic normal + spec + shadow mapping [dynamic or static] with support for standard PP effects
every passage i look at seems to have a roadblock, lightfrong is looking good but i think its incomplete? no PP effects YET? and i think i read that it uses something like 50skills? LOL yaa..
and boh_havocs shaders have been rather fast but hes been busy lately comming up with the finishing touches
and am yet to find a stable/complete solution, i imported a level into unity and added a few lights and.... i was done, normal maps reacting to lights and all, UN-fckin-BELIEVABLE, something i've been spending months to get right in GS..
now am sure you may all come with suggestions and stuff that i probably havent looked into but am quite sure i have, probably just too lazy to state them all here.. but go ahead..
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Re: unity 3
[Re: darkinferno]
#342915
10/02/10 08:27
10/02/10 08:27
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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+1.
However, Gamestudio is mostly oriented for the programmer while Unity is for the graphic whores that don't want to touch the dirty stuff. I had a lot of problems with Unitys scripting pipeline and I never got anything good working because it just sucked. It was such a pain doing something which wasn't covered inside this crappy editor (yes! The Unity editor sucks. It just sucks so bad that I wish that the guy who did this would die. NOW!).
Sooo... thats my little rant against Unity. All I wish for Gamestudio is a better compiler. Please, Conitec, throw WED, GED, MED etc away. Remove everything from the forecast that isn't a compiler feature and I will buy A8 Pro asap. (But I guess no one else would buy A8 then =/)
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: unity 3
[Re: AlbertoT]
#342934
10/02/10 10:31
10/02/10 10:31
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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had a lot of problems with Unitys scripting pipeline
I must confess that I am having myself some doubts about Unity scripting capabilities May you make a concrete example ?
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Re: unity 3
[Re: AlbertoT]
#342940
10/02/10 11:10
10/02/10 11:10
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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i am with Sid here. I once joined a little team using unity, editör may be shiny and pretty, but the situation the otherway around in Unity. Level design lighting etc is good and easy but this time you have to workaround stuff in coding part. Then i figured prototyping with unity was not that fast i protoyped stuff in lite-c then gave them flowcharts and algorithm explanations and working lite-c demos, got my money and ran the hell out of there.
First i thought it was because i am more familiar with lite-c and it was not unity's fault, but then i started playing with UDK and figured it was indeed unity's fault.
Last edited by Quadraxas; 10/02/10 11:10.
3333333333
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Re: unity 3
[Re: AlbertoT]
#342941
10/02/10 11:18
10/02/10 11:18
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
Expert
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Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Hello
I wonder why shaders are supposed to be a so important stuff They are just ribbons and whistles Succesfull Indie games make little use of special effects
gameplay still win and it alwayes will
If so a game programmers hould not spend so much time in shaders unless he target special applications
Every prefabricated , visual solutions are welcome, in my opinion Great example of this would be Torchlight. However, the thing that keeps pulling me to unity, is the fact that I can make iPhone games with it real easy... That said, I wont ever leave GameStudio over any engine, but I might just learn how to use Unity besides GS  It never hurts to have some more general knowledge. regards,
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Re: unity 3
[Re: AlbertoT]
#342967
10/02/10 16:05
10/02/10 16:05
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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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Hello
I wonder why shaders are supposed to be a so important stuff They are just ribbons and whistles Succesfull Indie games make little use of special effects
gameplay still win and it alwayes will
If so a game programmers hould not spend so much time in shaders unless he target special applications
Every prefabricated , visual solutions are welcome, in my opinion hmm, we dont all want to make childlike or having to use certain styles because we need to work around the engine, am not aiming for nextGen, am aiming for acceptable and blocks with flat textures just wont cut it
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