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Re: unity declares war!
[Re: FBL]
#296223
10/30/09 13:24
10/30/09 13:24
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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@firo haha... right.
extra edition could go free(without ability to use commercially), that would be enough of a defence, but i dont think this is going to happen yeah? really? damn... i knew it
3333333333
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Re: unity declares war!
[Re: Slin]
#296225
10/30/09 13:30
10/30/09 13:30
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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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There are NO realtimeshadows at all in the free version. you can do simple decal shadows. not much but at least something. And I somehow didn´t yet understand the sence in playing in a browser i do some webdesign on the side and a lot of customers are interested in advertising games. a 3d engine with browser plugin is ideal for that. i think for advertising games it's a big advantage if they are embedded directly in the website of the company. another thing is 3d visualizations which can also make a lot of sense on websites. Though you can add the missing features easily through buying Shiva for only 169. That is still cheaper than competition and is almost as good as Unity Pro, works also on all these platforms plus Linux and has good editors. shiva still only offers lua scripting, right? does anybody really like lua? i find it a bit weird compared to most other languages.
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Re: unity declares war!
[Re: Joozey]
#296232
10/30/09 14:13
10/30/09 14:13
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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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no, i don't think there is much difference in "weight" between unity, ogre and gamestudio. i guess you mean scene management? the basic scene management they use probably is quite similar. some hierarchical data structure (octree, abt,...) with front to back sorting for drawing or something like that. ogre has the advantage that you can extend it with your own more specialized scene managers if you have the skills. and gamestudio still has the old quake style bsp scene manager around which may have advantages for indoor scenes but is limiting in the kind of geometry you can use and results in annoying workflow.
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Re: unity declares war!
[Re: Quad]
#296238
10/30/09 14:31
10/30/09 14:31
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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@firo haha... right.
extra edition could go free(without ability to use commercially), that would be enough of a defence, but i dont think this is going to happen yeah? really? damn... i knew it Didn't believe it myself at first, but yep it's true: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=296237&#Post296237Ok, there most likely are engines with better workflow, but I don't see A7 being stuck with BSP? To be honest, I don't know of many engines with a truly better work flow. Most engines require work-arounds, double imports/exports of models, expensive additional tools to work optimal and so on. I think 3dgs, although probably objectively scoring a healthy mid-range score when it comes to its work flow, really isn't that bad.
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Re: unity declares war!
[Re: FBL]
#296243
10/30/09 14:39
10/30/09 14:39
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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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Why everybody complains about BSP in A7? Only pro is still supporting it, and with static meshes you can use concave blocks as well as models and light everything together...
Ok, there most likely are engines with better workflow, but I don't see A7 being stuck with BSP? BSP is acutally just another scene management. It just sorts things out for rendering. The way it is done in GS with automatic portal generation is easy for the user but generates way too much portals and thus it calculates very very long for bigger levels. The lighting of blocks in GS is another quite old and weak point. Light-mapping is not always the best way to go. It is perfect for flat surfaces, simple walls and floors. But the more polygons you get the worse it becomes. You will have lots of artefacts and you need high resolution maps. If you use models with more polygons (and this is the norm with todays hardware), then it is quite useless. Then it is better to use vertex lighting since you have enough vertices in such a model. It still is static lighting, but ist not limited to texture space, so it makes less trouble and uses less memory. Many commercial engines and some indie engines (like Torque and C4) can support both and render your world with a mixture of lightmaps, vertex lighting and real-time lighting. Because each of them have advantages and disadvantages. You cannot beat such a mixture of technologies with the old-school block level lighting.
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