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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 Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
Originally Posted By: Blattsalat

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 Offline
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Machinery_Frank  Offline
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Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: lostclimate
Originally Posted By: Blattsalat

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 Offline
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ratchet  Offline
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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: ratchet] #316317
03/23/10 09:58
03/23/10 09:58
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
And still, without good coding skills, you won't be able to archieve your goals. When looking at questions and answers you will notice that unity lacks programmers and that many users there are maily doing trial and error which is time consuming and doesn't really result in good code. If you don't want to write code or pay someone for doing so, you should stick to modding your favourite games or using something like fps creator.

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 Offline
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Xarthor  Offline
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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 wink ) 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
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
Originally Posted By: Toast
...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 Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
Originally Posted By: Xarthor
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 wink ) 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: lostclimate] #316365
03/23/10 16:09
03/23/10 16:09
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
But there is also a sync tool for Visual Studio, so you can use an industrial proven programming environment.


Models, Textures and Games from Dexsoft
Re: Unity 3 announced [Re: Xarthor] #316398
03/23/10 20:00
03/23/10 20:00
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Originally Posted By: Xarthor


I'm more a programmer than an artist (a lot more programmer actually wink ) 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.
Re: Unity 3 announced [Re: AlbertoT] #316402
03/23/10 20:22
03/23/10 20:22
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Yes it's stupid.
I am 90% of my Unity developing time busy in a coding editor and not in the editor itself.
People don't have to use prefabs, or whatever but things like this make your life so much easier.

Maybe some people should just try out the free version, play around a while (more than 5 minutes) and then comment about workflow, etc.


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