|
Re: unity declares war!
[Re: V_Software]
#296912
11/03/09 20:17
11/03/09 20:17
|
Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
|
Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
|
@V_Software,
i guess that will be all extra features because, people who bought extra in past couple of months are offered $50 off for comm edition upgrade. that would make comm edition $150 at total for them. And that probably means a $99 version wont be offered anymore.
3333333333
|
|
|
Re: unity declares war!
[Re: V_Software]
#297120
11/05/09 08:59
11/05/09 08:59
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
we don't know how the situation is with license between atari and conitec... JCL wrote something about this. It was only a single deal for a free tool and an Atari community project. Atari is not some kind of an investor. For our last model pack at Dexsoft I did a lot of renderings in different engines. The shaders in Unity are similar to the ones from Gamestudio, but the material editor is much more easy to use. The possibilities in Torque3D are better, I could create some quite realistic materials and the new material editor is easy to use. But the best results are made in C4. I have additional features like microfacet shading, spec bloom and good control over lighting and shadows. So this brings a bit more reality into play. But if you are concerned about scripting, then Unity and A7 are more easy to get into.
Models, Textures and Games from Dexsoft
|
|
|
Re: unity declares war!
[Re: martins]
#297280
11/06/09 14:35
11/06/09 14:35
|
Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
|
Serious User
Joined: Oct 2006
Posts: 1,245
|
Gamestudio is (in my opinion) by far superior to unity in terms of flexibility as an engine and is extremly inferior in terms of workflow.
Having said this means that you can produce better products with Gamestudio, but that also means that they will take way longer to complete.
Martins What you said, it is quite interesting At a first glance everybody is on Unity side...me too Actually I have had some problems in importing FBX files but I am the only one in the world complaining about this issue...I was told by unity's moderator Getting back to your post I must say that I have got the same impression After falling in love with Unity I wonder whether it is really that easy to develop relatively complex games May you make some pratical examples of what you mean for " Flexibility" ? Thanks in advance
Last edited by AlbertoT; 11/06/09 14:36.
|
|
|
Re: unity declares war!
[Re: AlbertoT]
#297355
11/06/09 22:52
11/06/09 22:52
|
Joined: Sep 2007
Posts: 5 Portugal
martins
Newbie
|
Newbie
Joined: Sep 2007
Posts: 5
Portugal
|
Please note that I am refering in my post to Unity Indie version (the free one)..
Without going to much in technical details, I must say that with unity if you want custom shaders or some special effects you will need the pro version...and that means more than 1000 USD spent...while with 199 USD (I use Euros, but I think in USD is somewhere near this), you can have A7 commercial that already include all this features.
If we go a litle deeper just take a look at Unity API and A7 API and the way to use it, lets say in vector calculation..Its much easier to work with A7 and Lite C that with Unity and C#.
Now try to explore unity in vector operations....code a little and put some pressure in the engine...do some experiments and compare the speed of execution...you may find something interesting.
Yes..you can create your own stuff in C#, and improve the speed...but if we use an engine, is precisely to avoid having to code from scratch a bunch of things that (otherwise we could write our own engine).
I like to have an idea...implementing it and follow ahead to the next one...with A7 commercial I can do that...With Unity free...I have to stop..and say..OK I will add this little feature when I buy the pro version..so my final product will be inferior unless I spent the full amount.
Last but not least...you really need to learn C# if you want to use Unity...While C# is not a nightmare, it has a higher learning curve to become confortable with than Lite C, so a beginner can start to produce some interesting results sooner with A7 that with Unity.
Unity is very good...but with the indie version you will get a good learning tool for your complex projects (nothing wrong with that)...but you will have to move to pro version when you start to go deep into those projects..or they will lack the quality you have in your head.
I dont know if anyone has understood what I said (I am doing 3 things at the same time !!).
Best
Martins
Last edited by martins; 11/06/09 22:54.
|
|
|
Re: unity declares war!
[Re: martins]
#297356
11/06/09 23:08
11/06/09 23:08
|
Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
|
Senior Expert
Joined: May 2002
Posts: 7,441
|
you are wrong. unity free does support custom shaders. and i find some of your points a bit vague. If we go a litle deeper just take a look at Unity API and A7 API and the way to use it, lets say in vector calculation..Its much easier to work with A7 and Lite C that with Unity and C#. why? i find the vec_* commands a lot clumsier than being able to use operators for example. with operators you get shorter and more readable code for vector calculations. Now try to explore unity in vector operations....code a little and put some pressure in the engine...do some experiments and compare the speed of execution...you may find something interesting. what may i find? Yes..you can create your own stuff in C#, and improve the speed... hm... why would doing it yourself in C# be faster than native methods?
|
|
|
Re: unity declares war!
[Re: Toast]
#297359
11/06/09 23:31
11/06/09 23:31
|
Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
|
Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
|
This is not true. I have read lots of sales reports of indie devs and they often make much more money on Mac. The mac demos have a better converion rate (trial to sales conversion). And there is almost no competition on the Mac platform. Interesting. I heard that since Bootcamp is around there's sort of a Mac=Windows mentality - especially as most Indie games aren't performance demanding monsters so they'll run fine in Bootcamp... Enjoy your meal Toast Well, if demo to sale conversion rates are higher than on the PC platform, this certainly doesn't mean they will make more money on the Mac platform. When it comes to performance, don't forget the newer Macs are actually packed with good hardware. These are not low-end machines compared to the PC market. I think many games that run through Bootcamp could run a thousand times better if they had natively supported the platform. It's probably why demo to sale conversions are so much higher. Mac users tend to play more and more games. So truth be told, Mac is really starting to take off and has become a very interesting fast growing market for Indie devs.
|
|
|
Re: unity declares war!
[Re: PHeMoX]
#297367
11/07/09 00:56
11/07/09 00:56
|
Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
|
Senior Expert
Joined: May 2002
Posts: 7,441
|
why is bootcamp supposed to be slow? hardware-wise macs just are normal intel pcs now and i thought that bootcamp isn't an emulator or virtualization solution but just helps booting windows? I planned to make my first Unity game : An hovercraft race
A Unity member asked how to change the friction factor in the run time
As you realize it would be quite inportant also for me since an hovercraft can move over any type of terrain
Well apparentely in Unity it is not possible
3DGS supplies new commands in any new releases you mean different physics engine friction values for certain level geometry or terrain parts? i am not sure about unity but gamestudio's physics engine doesn't support this either and it's buggy, outdated and didn't have an update in years. newton does support it though.
|
|
|
|