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Re: Unity 3 announced [Re: darkinferno] #315486
03/15/10 22:57
03/15/10 22:57
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
Wow, that Leadwerks clips are amazing. I hope they still are at a higher quality.
That Unity level on the other hand again istn´t that awsome. The terrain is very lowpoly and the trees are rendered using impostors already at a very short distance. On the other hand it shows that unity has a very well working and only hard to notice impostor system, even at that short distance used in that level. But I think that the creator should have faded out the massive foliage which is actually the only really amazing thing of that level and should instead have raised the LOD distance for the trees. It has a good atmosphere though.

Re: Unity 3 announced [Re: Slin] #315487
03/15/10 23:59
03/15/10 23:59
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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at my pc (duh)
ok, so, after a few hours of toying i only set up the terrain, sure i couldve just painted on in GED but am quite sure it would look great, so i did everything by hand.. took a while, i guess unity's workflow wouldve been easier since they couldve just painted terrain also but am thinking it'd be similar to what i'd get in GED

anyways, heres the terrain i achieved:



the terrain is huge, i had to double the cliprange, the water is the default water shader, theres bloom and the terrain had normal and specular applied...

now i guess i could just throw in some objects wildly all over but i wanna play with it and see what i can get, overall i would say, that the workflow isnt great but even though unity's workflow is faster, the quality of each object onscreen isnt as great as they could be i guess but in the end its the completed scene that matters and not some little terrain demo :)) lol...

Last edited by darkinferno; 03/16/10 00:12.
Re: Unity 3 announced [Re: darkinferno] #315491
03/16/10 03:18
03/16/10 03:18
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Richmond B.C., Canada
You should just build something up first and then show it, right now it's just a randomly painted terrain that has too much specular for my taste, and a very ugly water shader.

I'm curious how it will look like in the end.

And yeah, you can make this in 5 mins in Unity, and no, the quality would be better.


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Re: Unity 3 announced [Re: Captain_Kiyaku] #315502
03/16/10 07:28
03/16/10 07:28
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Potsdam, Brandenburg, Germany
And by the way, this terrain is small, no chance to make a performance comparison to what we saw in this thread.


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Re: Unity 3 announced [Re: Machinery_Frank] #315512
03/16/10 09:34
03/16/10 09:34
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
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LarryLaffer  Offline
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Originally Posted By: Captain_Kiyaku
Maybe people should make up a Unity vs 3DGS - Gameproject Battle.

Two teams, with the same assets, making the same game, in the same time amount, team one in 3DGS, team two in Unity.

Dexsoft could provide the art assets muahaha (i know, shameless method to get some great assets, i'm sorry :<)


Can we play?



http://www.youtube.com/watch?v=9S1Ef29o9lo&fmt=22

http://www.youtube.com/watch?v=A8HgYhZKq1Q&fmt=22


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Re: Unity 3 announced [Re: Machinery_Frank] #315526
03/16/10 11:26
03/16/10 11:26
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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at my pc (duh)
Originally Posted By: Machinery_Frank
And by the way, this terrain is small, no chance to make a performance comparison to what we saw in this thread.
"the terrain is huge, i had to double the cliprange "the terrain is far from small... i stated that, its just not very high, i dont have art assests to try setting up what i want so it makes no sense really, my programmer art wont cut it grin and naah, i dont have enough interest in this to "build" something up, i have my own game to work on, but if i get art assets to create this scene then i'll give it a go

its mostly in the art assets, it'd be cool if everyone had the same resources and then had to create a scene, in GS, unity, unreal maybe? just to see how it goes

btw, i'm yet to see any great looking terrains from unity, it all seems to just be painted texture, i dont recall every seeing normal mapping or specular but as said its more about the art direction that the complexity of a single element

Last edited by darkinferno; 03/16/10 11:55.
Re: Unity 3 announced [Re: darkinferno] #315529
03/16/10 13:10
03/16/10 13:10
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Richmond B.C., Canada
Well thats basicly what i said, about having the same assets and making the same scene/game.

And no, your terrain looks small. If it's suppose to look bigger, maybe less water or a different scale of textures would have helped.


Quote:

btw, i'm yet to see any great looking terrains from unity, it all seems to just be painted texture, i dont recall every seeing normal mapping or specular but as said its more about the art direction that the complexity of a single element


Just to name one:




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Tag und Nacht schrei ich mein Krähenwort!"

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Re: Unity 3 announced [Re: LarryLaffer] #315551
03/16/10 16:17
03/16/10 16:17
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

My problem with UDK are the required specs.
Sure, my system is old, but the systems of my expected customers are old, too.

Re: Unity 3 announced [Re: LarryLaffer] #315579
03/16/10 22:07
03/16/10 22:07
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Posts: 567
Spain, Canary Islands
Originally Posted By: LarryLaffer
Originally Posted By: Captain_Kiyaku
Maybe people should make up a Unity vs 3DGS - Gameproject Battle.

Two teams, with the same assets, making the same game, in the same time amount, team one in 3DGS, team two in Unity.

Dexsoft could provide the art assets muahaha (i know, shameless method to get some great assets, i'm sorry :<)


Can we play?

Larry Is the intenseX ported to unity3d? you see the intenseX forum?



http://www.youtube.com/watch?v=9S1Ef29o9lo&fmt=22

http://www.youtube.com/watch?v=A8HgYhZKq1Q&fmt=22


Re: Unity 3 announced [Re: Felixsg] #315650
03/17/10 21:03
03/17/10 21:03
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
I finally found a weakness of unity laugh
The code editor isn´t integrated and there is no "Run" button laugh That means, that I weather have to always switch between the code editor and unity or what I currently do is to have my screen splitted with Unity on the right side of my screen and the editor on the left. The disadvantage is that the previews windows format isn´t too great this way laugh
But to be honest, it isn´t that bad actually, just not perfect tongue

About big terrain... Are 10x10km big enough? As that is kinda the limit when using just one terrain in gamestudio and if you don´t want to loose all detail (which I of course already do a lot, what else do you expect of 1024 vertices streched over 10km...). And when putting it together from several single terrains, one notices the missing streaming feature as then my ram isn´t big enough (with about 16 terrains of that size). While trying to put some grass on my terrain the same problem occours, so that I will have to find a way around that. But what about a few polygons following the camera depending on the height and colormap?

However, this is what I´ve got so far (running with >150fps, depending on the viewing direction, as LOD chunks hidden behind the terrain aren´t clipped away, but on the other hand I can also improve it a bit more by messing around with the LOD distances, which are so far VERY far away):

And yes, it is ugly so far, but I am just not good at setting things up in a good looking way. And it shows well what I am writing all the time. Gamestudio is capable of everything, but you have to think about the techniques you use or even set them up yourself and can´t just use it like in unity. -> It takes longer, but is in my opinion a lot more interesting and fun wink

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