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Geek Culture / Unity 3D Engine

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djchaos
18
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Joined: 26th Mar 2007
Location: Brighton, UK
Posted: 7th Apr 2009 15:12 Edited at: 7th Apr 2009 15:14
Why is Unity not listed in TGC's website, it should be it is an awesome engine and you can make games without any scripting (although it is better to learn scripting)

It looks confusing but it really isn't (looks can be deceiving)

www.unity3d.com

some screenshots of what can be made for anyone interested





and one of the editor (don't get fooled by all the options)


edit: these were all made with the indi version ($199), there is a pro version but its pricey (eg $1499)

and there is a windows AND a mac version, oh and a fully functional trial version for both so you can see if it's right for you

Your mod has been erased by the signature
Tom J
19
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Joined: 4th Aug 2005
Location: Essex, England
Posted: 7th Apr 2009 16:02
Those screenies look pretty sweet


Quote: "Why is Unity not listed in TGC's website,"


Presumably because TGC hasn't got a reselling deal with the creators of the engine.
David R
21
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Joined: 9th Sep 2003
Location: 3.14
Posted: 7th Apr 2009 16:19
Unity's creators can make more cash selling it on their own than via TGC - they are a much larger company (and they develop console solutions etc.)


09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 7th Apr 2009 16:52
Unity 3D is quite cool and it's not hard to get to grips with and scripting isn't too difficult. I've been playing around with the demo and have gotten some okay results in a short amount of time. The tutorial they have on their website is VERY helpful and explains things well, started from the simple stuff at the bottom - it walks through what you can do by getting you to do it and by the end of it, you will have made a 3D platformer using their media.


This is what I have gotten in a small project I started in it (borrowing their media):






It's a very well put together engine IMO, everything is done within the edit - except the assests of course, but if you save your image assets or you 3d model assets in your application, they will automatically update in Unity, so there's not reloading to be had on any edits you make. if you put anything in your asset folder, the editor will load it automatically. It imports uses .fbx files, which can me made in a lot of 3d programs. With programs like 3ds max, it'll even use the program's native format. It is very well thought out is probably the best way to summarise it.

Bozzy
18
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Joined: 10th Sep 2006
Location: Birmingham, UK
Posted: 7th Apr 2009 18:41
I bought the pro version. The "priciness" is nothing compared to the usefulness, if you ask me.

Butter fingers
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Location: Mecca
Posted: 7th Apr 2009 18:58 Edited at: 7th Apr 2009 19:00
Yeah, we're getting a copy new week. Had it on Mac before now, and it seems pretty good. It's really very similar to unreal3. Only not as sexy.
The ability to pretty much change anything inside or outside the editor using C is nice.
And to answer the original question, I'm guessing TGC aren't re-selling because of the mahoosive price tag.
The 3rd party engines they endorse end to be cheaper.

(oh and I'd point out that the project screen shots that you are showing are from Global Conflicts - Palestine, which is a commercial title that had a pretty large team behind it, so it's not really representative of the kind of project Joe Indy could make on his own in his dingy computer room)

I want robotic legs.
Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 7th Apr 2009 19:22
Quote: "I'm guessing TGC aren't re-selling because of the mahoosive price tag."


The indie version isn't that expensive, they price it now as Indie and Pro (and the same for the iPhone version), the indie version is $199 (~£134)

Jeku
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 8th Apr 2009 00:45 Edited at: 8th Apr 2009 00:46
I really can't see much benefit in getting the Pro version over the indie version at the moment. I'll probably pick up the Indie version and then get the iPhone add-on (which doubles the price, I believe). At the moment I'm perfectly happy with using cocos2d-iphone for iPhone dev

AlexI
20
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Joined: 31st Dec 2004
Location: UK
Posted: 8th Apr 2009 00:47 Edited at: 8th Apr 2009 00:47
Quote: " I'll probably pick up the Indie version and then get the iPhone add-on (which doubles the price, I believe). At the moment I'm perfectly happy with using cocos2d-iphone for iPhone dev "


I'm perfectly happy not having an iphone

Seppuku Arts
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Posted: 8th Apr 2009 01:08
Quote: "I really can't see much benefit in getting the Pro version over the indie version at the moment. "


What are the main differences? I know Pro offers more shader capability - so different kinds of shadows, bloom etc. but is there anything else? If not then I can certainly agree with you, Unity Indie seems to have all you need for a decent good looking game.

monotonic
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Location: Nottinghamshire, England
Posted: 8th Apr 2009 02:28
I think the main difference is the shaders and the ability to render to textures/buffers allowing post-processing effects. I've been playing around with the pro version (demo) and I'm quite pleased with it, however the real-time lighting is pretty crappy, it's really buggy. But other than the lighting it's very nice to use, I'm torn between Unity and C4 Engine. I'm trying to decide which one to buy, C4 is cheaper and you get the source code for the engine and the editors, plus the lighting works and it's all real-time pp lighting & shadows. However, the editor in Unity is better.

I'm leaning towards C4 at the minute because it is far more flexible, but Unity is truly an amazing piece of software and so nice to work with.

WARNING! The author of this post is most probably drunk or asleep.
Bozzy
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Joined: 10th Sep 2006
Location: Birmingham, UK
Posted: 8th Apr 2009 02:51
Logo/Watermark Removal
With Unity Pro, you can build a standalone Windows executable version of your game without the "Made with Unity" splash screen. Additionally, web player games will not display the Unity watermark when published with the Pro version.

Realtime Shadows
Unity Pro supports realtime self-shadowing shadows that just work. With Unity Indie it is of course still possible to use lower-end shadowing techniques, like Lightmaps or Projectors.

Fully Fledged Streaming
Stream in anything to the web player or a standalone application. Textures, animated models, complete or partial scenes, new missions and expansions, user-generated characters – yes, anything.

Unity Indie supports limited forms of streaming, like textures and music.

Render-to-Texture Effects
Image post-processing effects like Glow, Motion Blur, Color Correction and others? Check. Water with realtime reflections & refractions, and so on? Check. Other render-to-texture effects, like surveilance cameras, are possible in Unity Pro as well.

Video Playback and Streaming
Import and play back videos. Stream them from the net. Put them onto any 3D surface, or display them in 2D on top of your game.

Low-Level Rendering Access
Need to use custom rendering techniques, bypassing Unity's rendering pipeline? The Graphics and GL classes give you access to the bare metal.

Script Access to Asset Pipeline
Unity's asset pipeline just works in Indie of course. With Pro you can also directly access it from scripts. Need a build machine that churns out builds 24/7? It's just a few lines of code.

C/C++ Plugins Support
Have a custom native library that you absolutely must use? Use a C/C++ plugin to directly call into it.

... apparently.

In fact, I am using all apart from the assets features of these in my MMOFPS:
C++ for networking
Shadows for niceness
Streaming so we can change models, add missions, make effects prettier on the server and all client's get it updated (pretty mint!) automatically (obviously, otherwise it wouldn't be called streaming)
Render-to-Texture for post-processing
Video streaming to provide video advertisements in game (a bigger source of revenue)
Obviously, the watermark removal is needed for a game like ours.

Cheers,
Bozzy

KeithC
Senior Moderator
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Joined: 27th Oct 2005
Location: Michigan
Posted: 8th Apr 2009 15:38
Also (and I know there aren't many Torque-lovers here); the Pro version of Unity is half the price of the Pro version of Torque 3D.

Bozzy
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Joined: 10th Sep 2006
Location: Birmingham, UK
Posted: 9th Apr 2009 01:27
I love making web demos with the Pro version. Here's a quick one, which shows a bit of water effects that I did: http://www.breeze-wars.com/WaterDemo

Don't mind the fact it is all white, I went a bit overboard on the glow.

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