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Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Captain_Kiyaku] #333409
07/16/10 09:45
07/16/10 09:45
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ventilator Offline
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ventilator  Offline
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Originally Posted By: Captain_Kiyaku
Not exactly, BEAST can be used in the free version too but it doesn't support Global Illumination, that's a Pro only feature.


i think this compromise is ok. where did you read about this?

Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: ventilator] #333413
07/16/10 10:19
07/16/10 10:19
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Originally Posted By: ventilator
i think this compromise is ok. where did you read about this?


I have read this also somewhere in this thread:
http://forum.unity3d.com/viewtopic.php?t=55897

But be aware, this thread already has more than 40 pages.
The Unity forum is full of people and not each post is informative.
But there are some Unity-demo and Unity-technology guys among them.


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Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Machinery_Frank] #333500
07/16/10 19:55
07/16/10 19:55
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

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Richmond B.C., Canada
Quote:
The Unity forum is full of people and not each post is informative.


It's funny how you can remove the word "Unity" out of it and it's true for every forum grin


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Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Captain_Kiyaku] #334234
07/22/10 00:11
07/22/10 00:11
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Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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I made a test with occlusion culling in Unity. Here you can see a scene with some houses and my camera in front of the first house (looking at the wall, hiding the other ones).
Without occlusion culling (only view frustrum culling) it looks like this:



Here is the same scene with occlusion culling enabled:



This really saves some render calls. Something similar is possible in C4 also. But there you have to place the occlusion geometry manually. Unity uses pre-calculated PVS data to lookup where culling occurs. So it is absolutely easy to setup.

And by the way, here is some fun I had with shaders and post-processing (shadow map, SSAO, glow):



It is absolutely easy to setup, I just add an image-effects component to the camera.


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Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Machinery_Frank] #334301
07/22/10 12:18
07/22/10 12:18
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
It may is correct the way it is in some cases, but I wonder why there are still shadows thrown by the occluded objects? I would think that one could save quite some draw calls there as well tongue
While the postprocessing is easy to use, it is actually not THAT programmer friendly to create your own effects wink.
But it is a nice engine anyways and I am trying to figure out a way to get the pro version for free in a legal way tongue But well, for now the 30 days evaluation period and afterwards again the free version are enough.

Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Slin] #334305
07/22/10 12:36
07/22/10 12:36
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Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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The occluded objects dont cast shadows. The shadows I used here dont have such a long distance. Maybe it occludes the terrain textures/shaders per pixel as well. I am not the one who programmed it. But it is no shadow. Unity switches real-time shadows off in a distance.

And maybe you did not know but in the blog of the Unity makers they admit that shader writing was too complicated in the old version and that they will make it way more easy. We will see what that means. But for me it is ok, I have everything that I need in the moment. And then there are still enough additional ones in the Wiki.


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Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Machinery_Frank] #334311
07/22/10 13:12
07/22/10 13:12
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Lübeck
Slin Offline
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Originally Posted By: Machinery_Frank
And then there are still enough additional ones in the Wiki.

Guess why tongue
And yes, but I will keep complaining until I see something better than the current shader system, which means that I am really waiting for Unity3 and hope that it will be out soon.
In my opinion a bit stupid is currently also that polygon counter and makes you think that Unity can render very high poly levels at still kinda high framerates, but in the end, the scene has only a small part of those polygons which are multiplied by quite high factors thanks to their strange rendering and them counting the polygons of each rendered pass.
There was for example someone wondering why his 50k polygon level had like 300k after adding some water and a sun.

I am currently trying to code a car in Unity. It is meant to move at very high speed, which makes the physics kinda unusable, especially on collision. There is their character controller thingy, which would probably do the job for me, but guess what, the only supported shape is a capsule, which actually doesn´t work at all for a car...
In the end I am now trying to code the collision myself, trying to use as much of the existing stuff as possible, like triggers and raytraces. Not really fun to do and I am sure that gamestudios c_move would have done a perfect job for me in this case -.-

Did you know that one can chain postprocessing effects in gamestudio with just one short line of code for each effect?
What gamestudio currently really needs are good templates, as everything else is quite solid, especially if the regions really work.

But well, I basicly just hate all the hype around unity...

Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Slin] #334312
07/22/10 13:17
07/22/10 13:17
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ventilator Offline
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did you check out their car tutorial?
http://unity3d.com/support/resources/tutorials/car-tutorial

Quote:
What gamestudio currently really needs are good templates, as everything else is quite solid, especially if the regions really work.
yes, that and a wed redesigned from scratch. laugh

Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: ventilator] #334316
07/22/10 13:33
07/22/10 13:33
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Lübeck
Slin Offline
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Slin  Offline
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Yes I of course checked that tutorial, but even in their example setup I managed to make the car behave a bit strange somehow tongue.
There is actually some thread on the forums, wehere people offer quite some money for some better car code. But I guess that they want physics and mine is for something else anyways.

Re: Unity Indie is... Free? Xbox 360 Support Also Announced [Re: Slin] #334317
07/22/10 13:40
07/22/10 13:40
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ventilator Offline
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ventilator  Offline
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have you tried the pacejka magic formula approach that is also mentioned? it seems to be what almost everyone uses (also in the communities of other engines) for car physics that aims for realism. i didn't have time yet to try it myself though.

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