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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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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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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?
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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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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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.
Models, Textures and Games from Dexsoft
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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
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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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 While the postprocessing is easy to use, it is actually not THAT programmer friendly to create your own effects . 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 But well, for now the 30 days evaluation period and afterwards again the free version are enough.
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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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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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.
Models, Textures and Games from Dexsoft
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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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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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And then there are still enough additional ones in the Wiki. Guess why 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...
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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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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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did you check out their car tutorial? http://unity3d.com/support/resources/tutorials/car-tutorialWhat 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.
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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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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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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 . 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.
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