1 registered members (AndrewAMD),
552
guests, and 1
spider. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Unity 3 announced
[Re: Blattsalat]
#316294
03/23/10 01:56
03/23/10 01:56
|
Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
|
Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
|
You guys argue about the color of the hammer you want to use to hang up a picture while on the other hand you dont even want to paint it.
Well put.
|
|
|
Re: Unity 3 announced
[Re: lostclimate]
#316305
03/23/10 07:35
03/23/10 07:35
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
You guys argue about the color of the hammer you want to use to hang up a picture while on the other hand you dont even want to paint it.
Well put. I absolutely agree here. But on the other hand I have read that 2009 was the year of independent game developers. Many people painted their pictures and used the fitting hammer to nail it on the wall. There were thousands of them and many of them earned good money. They filled many gaps. Lots of good adventures came from small developers. Most of the mobile games were made by indies and there are web games from small and medium developers. The indie market grew while big publishers lost ground with packed products. And fact is that most of these indies switched to Unity. I have read about ten-thousands of flash developers who changed to Unity, many of them want to change. I also have read that Unity sold more than 90 thousand licenses after they released their free base version. So this marketing tool worked fine for them. I would call this a success. Regarding the price policy: When I keep in mind that they integrated 2 professional middleware tools like Umbra and Beast then it is absolutely fine to pay this little upgrade price for the technology. This is the right way to grow this technology, to let it become the best tool available. If all this is not needed, there are enough alternatives like Ogre, Irrlicht, T3D, C4, Shiva or Gamestudio, though it depends on the platforms you are aiming for.
Models, Textures and Games from Dexsoft
|
|
|
Re: Unity 3 announced
[Re: Machinery_Frank]
#316313
03/23/10 09:41
03/23/10 09:41
|
Joined: Apr 2008
Posts: 2,488
ratchet
Expert
|
Expert
Joined: Apr 2008
Posts: 2,488
|
If all this is not needed, there are enough alternatives like Ogre, Irrlicht, T3D, C4, Shiva or Gamestudio, though it depends on the platforms you are aiming for.
It depends, but some engines need you to program tools or additionnal plugins or things like Ogre3D ou Irrlicht even 3DGS. C4 need strong C++ and lot of line of code (juste look at the character animation tutorial). Unity is the ready to go 3D Engine with all standard tools , shaders ready to go.
|
|
|
Re: Unity 3 announced
[Re: Slin]
#316319
03/23/10 10:06
03/23/10 10:06
|
Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
|
Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
|
I'm not sure if this has already being discussed in this topic. But does Unity have a integrated Code Editor (like SED or better) or do you need some external IDE to programm for Unity? I'm more a programmer than an artist (a lot more programmer actually ) and to me the workflow of unity looks "strange". My workflow with 3DGS is the following: - Create test level in WED if needed - Setup script files, load level in script (if needed) - script everything in SED, create most entities via script or place them in WED (if needed) As you can see I use SED the most and run everything from there. How is the workflow of a programmer in Unity? I appreciate any sharing of experience! Thank you
|
|
|
Re: Unity 3 announced
[Re: Toast]
#316332
03/23/10 11:34
03/23/10 11:34
|
Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 9,859
|
...right now especially when having in mind that the 3DGS development seems to have about stopped except for some MMO capabilities which might make it into everyones engine due to their work for those guys hiring the Conitec devs to help them on that task. Without wanting to be dismissive I still don't really understand that move neither from the client side choosing 3DGS as basis for their MMO nor from Conitec thinking that this is what is the way to go for this engine but maybe it's a pretty profitable job. Anyway in my opinion 3DGS is designed for newbies, hobbyists and Indie's taking their first serious steps. MMO really isn't compatible with this as sort of the "champions league" of computer games both in terms of know-how or difficulty as well as money to run your servers. But oh well maybe they'll surprise us all... They already did. http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=304417&page=1
|
|
|
Re: Unity 3 announced
[Re: Xarthor]
#316350
03/23/10 15:18
03/23/10 15:18
|
Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
|
Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
|
I'm not sure if this has already being discussed in this topic. But does Unity have a integrated Code Editor (like SED or better) or do you need some external IDE to programm for Unity? I'm more a programmer than an artist (a lot more programmer actually ) and to me the workflow of unity looks "strange". My workflow with 3DGS is the following: - Create test level in WED if needed - Setup script files, load level in script (if needed) - script everything in SED, create most entities via script or place them in WED (if needed) As you can see I use SED the most and run everything from there. How is the workflow of a programmer in Unity? I appreciate any sharing of experience! Thank you yeah they have a script editor, it isnt exactly integrated, but if you open a script from within unity's project list a popout script editor comes up.
|
|
|
Re: Unity 3 announced
[Re: Xarthor]
#316398
03/23/10 20:00
03/23/10 20:00
|
Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
|
Serious User
Joined: Oct 2006
Posts: 1,245
|
I'm more a programmer than an artist (a lot more programmer actually ) and to me the workflow of unity looks "strange". This is something that I really dont understand It is a common opinion that 3DGS is for programmers while Unity for artists Why ? Unity3d use C#, JavaScript and Boo scripts Last edition even supports Visual studio C lite is not that bad but is far away from being a professional language it may be easy, ok but it is not definitely a professional tool I quitted with with 3dgs when it was clear that Conitec was not going to support C#, as promised The only thing that looks strange to me in Unity are the " components " I still prefer the traditional OO programming style, same as Leadwerks or C4 , but it may be just a a matter of habit Many professional game programmers like " components "
Last edited by AlbertoT; 03/23/10 20:02.
|
|
|
|