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Re: Unity 2.5 for Windows - sooner than you think [Re: zwecklos] #261720
04/19/09 17:51
04/19/09 17:51
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
looks nice but i think there are some artifacts caused by the mixing of fixed function and vertex shader materials. i have this problem too in my projects but it should be fixed in 2.6:

Quote:
Vertex Shader based Vertex Lighting
Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit lights. On Direct3D this creates some rendering artifacts on very close or self intersecting surfaces. We want to end this by implementing a full fixed function emulator in vertex shaders. You won’t have to do anything, it will just work!


Re: Unity 2.5 for Windows - sooner than you think [Re: zwecklos] #261722
04/19/09 18:13
04/19/09 18:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
How long did it take to port Krönlein?
And, what were the difficult parts?

BTW, the camera movement has an interesting concept, its almost like bending your neck backward and forward. I noticed this, when standing with the back to a wall and looked upward.

Last edited by Pappenheimer; 04/19/09 18:20.
Re: Unity 2.5 for Windows - sooner than you think [Re: Pappenheimer] #261820
04/20/09 12:15
04/20/09 12:15
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline
Member
zwecklos  Offline
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Joined: Sep 2005
Posts: 274
Switzerland - Zurich
Quote:

Vertex Shader based Vertex Lighting
Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit lights. On Direct3D this creates some rendering artifacts on very close or self intersecting surfaces. We want to end this by implementing a full fixed function emulator in vertex shaders. You won’t have to do anything, it will just work!


Awesome news! We tried to work with anti-aliasing, then those artifacts arnt that bad anymore but then we are not able to use post processing effects. This issue with anti-aliasing and pp effects seems to be an overall problem frown
Maybe its just to complex to implement it to a commercial engine.

Quote:

How long did it take to port Krönlein?
And, what were the difficult parts?

BTW, the camera movement has an interesting concept, its almost like bending your neck backward and forward. I noticed this, when standing with the back to a wall and looked upward.


I dont know exactly how long it did take to port Krönlein, we spent a lot of time with experimenting and testing.
But I guess when the 3D Content and all the textures are ready for export, its just a matter of hours. The import/export pipeline from unity is just amazing.

The camera movement is still work in progress. As you said its an interesting concept but it disturbs when you are near a wall and looking downward. The camera then goes through the geometry.

cheers

Sinn- und Zwecklos

Re: Unity 2.5 for Windows - sooner than you think [Re: zwecklos] #261841
04/20/09 15:25
04/20/09 15:25
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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F

Joined: Apr 2005
Posts: 4,506
Germany
To be honest, when I read something like this...

(Random rotation)
http://forum.unity3d.com/viewtopic.php?t=22187&postdays=0&postorder=asc&start=0

...then I´m a littlebit scared.


no science involved
Re: Unity 2.5 for Windows - sooner than you think [Re: fogman] #261877
04/20/09 20:47
04/20/09 20:47
Joined: Feb 2003
Posts: 204
England
BigDaz Offline
Member
BigDaz  Offline
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Joined: Feb 2003
Posts: 204
England
The British Army are using Unity for it's latest recruitment campaign online.
There's a couple of missions to play with more to come..

https://www.armyjobs.mod.uk/startthinkingsoldier/Pages/Default.aspx

Re: Unity 2.5 for Windows - sooner than you think [Re: BigDaz] #261878
04/20/09 21:09
04/20/09 21:09
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
Ä°stanbul, Turkey
Originally Posted By: BigDaz
The British Army are using Unity for it's latest recruitment campaign online.
There's a couple of missions to play with more to come..

https://www.armyjobs.mod.uk/startthinkingsoldier/Pages/Default.aspx


dould not find anything made with, unity, the 3d game is made with Flash... It's pretty neat for a flash game tho..


3333333333
Re: Unity 2.5 for Windows - sooner than you think [Re: fogman] #261912
04/21/09 00:57
04/21/09 00:57
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
Originally Posted By: fogman
To be honest, when I read something like this...

(Random rotation)
http://forum.unity3d.com/viewtopic.php?t=22187&postdays=0&postorder=asc&start=0

...then I´m a littlebit scared.


Huh? You're scared of some noob? then the beginner-forum in this forum must be a ghost train for you laugh

Re: Unity 2.5 for Windows - sooner than you think [Re: Samb] #261937
04/21/09 07:59
04/21/09 07:59
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
What's scaring is that a row of answers and tests didn't show any proper result.

Re: Unity 2.5 for Windows - sooner than you think [Re: Samb] #261939
04/21/09 08:00
04/21/09 08:00
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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F

Joined: Apr 2005
Posts: 4,506
Germany
No, I´m rather concerned about complicated functions like setting the pan angle of an object to a random value.

This seems not to be very intuitive.

Of course everything is object oriented, but it scares me that
such simple functions are cluttered into more than one line:

var temp : GameObject = Instantiate(prefab, position, Random.rotation);
temp.transform.eulerAngles.y = 0;

I prefer "ENTITY.pan = random(360);" - but that´s just me. wink

Edit: Pappenheimer has nailed it pretty well.


no science involved
Re: Unity 2.5 for Windows - sooner than you think [Re: fogman] #261987
04/21/09 13:20
04/21/09 13:20
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
errrmm...
I done that in my game, so the rotating items won't looking all the same.
this is the code:
transform.eulerAngles.y = Random.value*180;

and it works.

really, it seems that some guys are nitpicking everything just to get something that they don't like about unity...


also, if someone is interesting, this is the last status of my game, made with the unity trial. need yet to buy the full version:

http://www.bysamb.de/priv/unity/rollingballweb1.html


edit:
before anyone cries it out loud: yes, in this version they are all rotated the same, I need to change the code to:
transform.parent.eulerAngles.y = Random.value*180;
but since the trial is over, I couuldn't do that.

Last edited by Samb; 04/21/09 13:23.
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