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Re: Unity 3 announced
[Re: Rei_Ayanami]
#314640
03/09/10 19:40
03/09/10 19:40
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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No worries, I think there is a little confusion between where your WED-replacement is going, and where I would like to see a MED-replacement go...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Unity 3 announced
[Re: capanno]
#314641
03/09/10 19:45
03/09/10 19:45
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Joined: Jun 2009
Posts: 258 behind this enternet window
zeusk
Member
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Member
Joined: Jun 2009
Posts: 258
behind this enternet window
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im gonna embrace Unity3 for my next project im affraid... That would mean the end of 3DGS for me Same here. I don't see myself using GS ever again. I just hope I can sell my A6 pro license... Same here. I don't see myself using GS ever again.i'm really gonna miss but even though im comftorble with lite-c i have to move on at some point.Just like when i moved on from GAMEMAKER to A7, its the same thing.
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Re: Unity 3 announced
[Re: FBL]
#314659
03/09/10 22:09
03/09/10 22:09
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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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i just think GED and WED shouldve been one tool, kinda pathetic to have to have WED, MED, SED and GED open, i mean, wth?
what i think GS needs: -reworked lighting -merge WED and GED -more light types -radiosity [dnt even tell me we already have that because its slow as HELL!] -more material properties
thats just my list, i wont list 'optional' features, just listing what i think new members would like, i wont complain about the physics and all that because physics as never given me a single problem
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Re: Unity 3 announced
[Re: Felixsg]
#314701
03/10/10 12:06
03/10/10 12:06
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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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Wow, this is amazing. I did not read every post here, but I read the feature list of Unity3. It is like a dream comes true. First, my harshest critic on Unity was the scene management and they just bought an industrial proven tool to solve this: http://www.umbrasoftware.com/If you want to integrate this into your 3dgs game, then you have to pay $30,000. Unity has it build in now. Then it renders with new shader system, deferred lighting, hundreds of lights possible with shaders, fantastic. And shadows: I always dreamt of a solution to combine static and dynamic lighting including shaders in a working professional way, to fake global illumination plus having dynamic lighting. It works now. They just included another industrial tool, Beast: http://www.illuminatelabs.com/press/newsarchive/state-of-the-art-light-mapping.pdfThis would cost you $100,000, but it is integrated in Unity. Amazing. And I dont have to pay extra, I theoretically can make game scenes look as nice as a rendered image/video now. Besides that I dont have to code in C++ like I have to do in Ogre, Irrlicht, T3D or C4. I can use the way more comfortable C#. To me it is a no-brainer, I have to order this. And when it got released then I will make some of our preview-images at Dexsoft in Unity3 This will be an exciting future.
Models, Textures and Games from Dexsoft
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Re: Unity 3 announced
[Re: Machinery_Frank]
#314710
03/10/10 13:52
03/10/10 13:52
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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... To me it is a no-brainer, I have to order this. And when it got released then I will make some of our preview-images at Dexsoft in Unity3 This will be an exciting future. I wish you much fun with your preview images in Unity3. regards, gri
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: Unity 3 announced
[Re: gri]
#314714
03/10/10 13:57
03/10/10 13:57
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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 wish you much fun with your preview images in Unity3.
regards, gri Thank you gri. I am sure I will have. I always liked the idea to create static shadow mapping and I enjoyed it first in WED, then in Constructor and later in UDK. Now, together with global illumination, post processing and shaders it will just be the next level and I am looking forward to this. And besides that I am looking forward to C# coding.
Models, Textures and Games from Dexsoft
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