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Re: unity 3
[Re: Captain_Kiyaku]
#349025
12/03/10 09:08
12/03/10 09:08
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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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It bothers me if people always "try" Unity for an hour and then be like "i've used Unity it sucks its missing feature xyz". In my case it was slightly different; after half an hour of trying real hard, I found Unity is so much better in quickly making games/prototypes. And in my case, where I love to develop but lack the time to do so usually, this is a huge factor. I decided to start using Unity3D over 3DGS. There's good story's to "trying" as well regards, PS: yes, this does mean you wont see me around very often here anymore.
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Re: unity 3
[Re: Helghast]
#349070
12/03/10 18:54
12/03/10 18:54
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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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As far as I can understand Unity3d simply wrap opengl commands You create a mesh in the run time,then you can manipulate its vertices In 3dgs you can upload a prefabricated model in the model editor The model editor returns an index for each vertex which you can manipulate 3dgs is much more powerful, I suppose ( only from this point of view ) It bothers me if people always "try" Unity for an hour and then be like "i've used Unity it sucks its missing feature xyz". agreed
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Re: unity 3
[Re: AlbertoT]
#349089
12/03/10 20:24
12/03/10 20:24
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Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku
Dichotomic
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Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
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So where exactly is it more powerful? You can load a pre-made model into Unity as well and manipulate its vertices. You get a list of vertices with following command:
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
You can use mesh.vertices to read OR to store vertices.
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
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Re: unity 3
[Re: Slin]
#349098
12/03/10 22:06
12/03/10 22:06
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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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So where exactly is it more powerful? Suppose you want to edit a specific vertex or a group of vertices of a 10.000 tris human model, let's say the right eye In 3dgs you can simply click on that group of vertices , in the model editor, to retrieve the relevant index Can you easily identify the vertices of the "vertices" array which belong to the right eye ? If so, it is the same stuff
Last edited by AlbertoT; 12/03/10 22:42.
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Re: unity 3
[Re: AlbertoT]
#349125
12/04/10 07:51
12/04/10 07:51
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Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku
Dichotomic
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Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
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So where exactly is it more powerful? Suppose you want to edit a specific vertex or a group of vertices of a 10.000 tris human model, let's say the right eye In 3dgs you can simply click on that group of vertices , in the model editor, to retrieve the relevant index Can you easily identify the vertices of the "vertices" array which belong to the right eye ? If so, it is the same stuff Well since Unity isn't restricted to a weird model format + editor, you can easily open your model program of choice and select the vertices there to get the number, it will be the same as in the index.
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
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