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Re: Unity 2.5 for Windows - sooner than you think
[Re: GMS0012]
#246657
01/16/09 08:12
01/16/09 08:12
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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While I don't want to start another discussion about pro/cons of Unity, I'll just throw an interesting fact in here:
This whole discussion has been going on for years. Quest 3D, Genesis3D, Vulpine, Jamagic, Irrlicht, Ogre, <insert any other competitor tool here>
Still, Acknex has existed well over 10 years now and it doesn't look like it's dying soon. Sure, some users will switch engine, that has happened before and some people disappeared almost completely. But other users have joined instead and the user base has grown remarkably over the years.
Apart from that: Conitec has to make the best of their current situation. Maybe the gap is too high, but this can't be changed now. Recruiting more and more people is a question of money as well. I know they buy useful stuff done by users or grant them a pro edition to save some work time for other things.
We'll see...
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Re: Unity 2.5 for Windows - sooner than you think
[Re: FBL]
#246661
01/16/09 08:37
01/16/09 08:37
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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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but in my opinion unity is the most similar product to gamestudio so far. so it probably will be the most serious competition conitec has ever seen. unity has the same scripting and general ease of use philosophy, it's a complete and mature authoring system with everything you need, it's in about the same price range,... but in contrast to gamestudio unity does most things right and not just halfheartedly. the a7 engine isn't that bad. the needed improvements (better physics engine, high quality shadow system,...) wouldn't be that huge but progress always takes way too long. jcl shouldn't always hope and wait for user contributions to fill the gaps. i see absolutely no future in WED and MED though. they are FUBAR and i find them unusable. (i don't want to insult wlad. i think the code base of the editors is very old and hard to work with. it goes back to some quake editors conitec bought.) a new editor which uses the engine in the viewports would have to be rewritten from scratch. probably it would make sense to use C# for it instead of C++ and MFC. i am really looking forward to unity!
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Re: Unity 2.5 for Windows - sooner than you think
[Re: ventilator]
#246714
01/16/09 18:59
01/16/09 18:59
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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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I had in mind to develop an RPG with many characters on the screen
I used 12 human animated files and a basic ambient The poly count was abt 4000 tris each model Shadows enabled
No shaders, no complex geometry, nothing else The focus was on the characters
I got a much higher fps with 3dgs particulary vs DXSTUDIO 2.31
Last edited by AlbertoT; 01/16/09 19:03.
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