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Re: Unity Indie is... Free? Xbox 360 Support Also Announced
[Re: Machinery_Frank]
#331784
07/06/10 09:09
07/06/10 09:09
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Joined: Aug 2008
Posts: 2,838 take me down to the paradise c...
Cowabanga
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Expert
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
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Wow, that was f'ing awesome! Ahh... can't wait for the release of Unity 3. (BTW Frank, is the gym in the scene just a skycube or it's a real 3D gym with DoF shader applied?) Oh sorry, you didn't made that demo.
Last edited by Cowabanga; 07/06/10 09:41.
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Re: Unity Indie is... Free? Xbox 360 Support Also Announced
[Re: Cowabanga]
#331790
07/06/10 10:00
07/06/10 10:00
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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(BTW Frank, is the gym in the scene just a skycube or it's a real 3D gym with DoF shader applied?) The background is a HDRI image, some skycube with more precise lighting data and a larger light range compared to standard images. This image is the only light source for the scene.
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Re: Unity Indie is... Free? Xbox 360 Support Also Announced
[Re: Machinery_Frank]
#331839
07/06/10 14:41
07/06/10 14:41
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Reminds me on those old graphic cards tech demos But there you could play around with bloom and tone mapping parameters . It is basicly just some environment mapping I guess? Where and how does the tone mapping happen? Those lighshafts are nice, but they seem to be based on a too low resolution, which results in them being a bit jerky. But this and the above are basicly already possible? I love physics an wonder how easy those cloth physics will be to use. I also wonder about the lightmapper and the new shader system. Those screenshots and demos and videos are all nice, but they don´t show much. The most important is not that something is possible, because everything already is possible, but the question is how. How fast and how easy.
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Re: Unity Indie is... Free? Xbox 360 Support Also Announced
[Re: Slin]
#331843
07/06/10 14:59
07/06/10 14:59
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Those screenshots and demos and videos are all nice, but they don´t show much. The most important is not that something is possible, because everything already is possible, but the question is how. How fast and how easy. Yes, I am also interested in this, just like many people asking in the Unity forum. And the links above are some fast-made demos from Beta-testers. They are not from the Unity-guys. So they are probably not perfect, dont have much sliders for tone-mapping and other nice-too-have. But I find it exciting anyway and I am looking forward to Unity3. This Beast-lightmapping integration together with HDRI can create some beautiful stuff alone. I already saw some how-to-use demos from Beta-testers and it looks really easy to use.
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Re: Unity Indie is... Free? Xbox 360 Support Also Announced
[Re: ratchet]
#331949
07/06/10 20:17
07/06/10 20:17
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Expert
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Lübeck
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Unity actually isn´t easy to use. While I like their code system, it is probably more demanding than gamestudios. But their editor is nice of course, that just isn´t enough to create good games . I btw just added a shader to their Wiki .
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Re: Unity Indie is... Free? Xbox 360 Support Also Announced
[Re: Slin]
#331995
07/07/10 06:49
07/07/10 06:49
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
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Unity actually isn´t easy to use. I think this is just a matter of the point of view and the historical background of each one. I have read some reviews from C++ coders coming from C4 or Torque and they find Unity quite easy. I programmed a lot of business tools in my past (Delphi, PHP, C++, Java). And I like C# much more than a limited scripting language. And since I bought lots of components for my business projects, I am also used to a components approach. It indeed differs a bit in Unity, it is not the same like in Delphi for example, but the idea is the same and integration in a project is just drag and drop in the end. I know from experience that components are a very good approach for rapid application development. I can plugin new technology very fast this way without losing my existing solutions. And I can even exchange such components against new versions without adapting a single line of code. From my point of view this is absolutely a future technology.
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