Nothing incredible though, but what you gonna do?
Nothing incredible though, but what you gonna do?
Try C4!
Also, play fallout 1 + 2.
No, because COBOL is the best for the purpose of which has been specifically created and still will be for a long time, without mentioning that it runs all the major financial institution worldwide.Why don't serious developers use X?
They've tied their resources in their own private, proprietary, technology Y and wouldn't dream of throwing that out, having to retrain hundreds of staff and themselves .etc
Just like asking "Why does the Government of Canada still need COBOL programmers?" (To maintain and translate ancient 80s programs into something the younglings can understand and maintain, btw. In 30 years, the same thing will happen to their lovely *new* C++ pre-millenium code, assuredly.)
This thread is an ungodly abomination that begs forapocalypseretardo.
You guys are besmirching the Codex's good name in the developer community.
That's the second time for Drocon/Drog btw. Come on, go ahead and call Brian Fargo a con-artist. I know you want to.
You would think it would make us stop, but the news about this update was posted 3 pages ago...They updated their KS page with their reasoning for choosing unity.
Native win/mac support and a promise from the engine crew to get the alpha dev kit for porting to linux. Working toolset available to team + modders down the line. Downplayed speed since they arne't intending to throw a billion polygyns around.
Hardware cursors have been asked for by quite a few Unity users. Maybe they will finally offer a built-in solution. Until then: http://forum.unity3d.com/threads/70163-Hardware-Cursor-PluginThe smart ones don't read then memorize the entire thread.
Now, how does Unity handle software-based cursors? Google insists that Unity sees a software cursor as an afront to the glory imbued within its hardware lineage, but surely this cannot be so.
Hardware cursors have been asked for by quite a few Unity users. Maybe they will finally offer a built-in solution. Until then: http://forum.unity3d.com/threads/70163-Hardware-Cursor-PluginThe smart ones don't read then memorize the entire thread.
Now, how does Unity handle software-based cursors? Google insists that Unity sees a software cursor as an afront to the glory imbued within its hardware lineage, but surely this cannot be so.
Agreed, no one would. But I can speculate, right? I'm so good at it.C4 has one main guy and some contractors, Unity has backing of hundreds of millions of dollars and countless drones. And do I sound like a marketer? I don't think anyone in his right mind would send me out to drum up sales.
About what am I wrong Mr. grown up your high horse?Anyway you're wrong, and talking about something you can't comprehend. I suggest you just butt out and let grown ups talk.
Like my desire to see Drocon's work, I'd like to see what games you've worked on / are working on.
I've shown you mine.
Nah, I reserve the C word for people who deserve it. Such as Bannu Saga folks, Vogel, Gaider and other Biodrones, and Unity folks.
I like Fargo quite a bit. He has made or helped make some of best games evah. I don't think Unity was probably a great choice but they got the source code and all our jewgoldz so they will make it work somehow probably. And of course MCA is the guiding light of my life and I'd never blaspheme against him.
Game will probably be good but it's sad they chose a poor tool to realize this (hopefully) glorious game.
I think you missed DU's point about custom engines. He wasn't suggesting that a small start up developer should build one from scratch. He was just pointing out your non sequitor about the number of games being built with an engine tells us how good it is. Some engines have only been used on 1 or 2 games which were great. Some engines have been used on dozens of great games. Vice versa in both cases too with shitty games being made.
koyima
DU utterly destroyed you a couple of pages back and you spat the dummy and disappeared. Now you are back??? Aren't you busy? Don't you have games to make in Unity?
You don't understand... I was making games, that's why I'm back now. DarkUnderlord was still talking about making a Custom Engine (laughs!!!!).
Compared the situation in 2005 with today basically, said because Bioware made it's own engine ten years ago, we should do the same today. Destroyed.... I think not.
I replied to his points, did you miss that? Oh, yes I forgot, it's you, the one that cut's out the quotes and responds to the sarcasm part. All makes sense now.
Don't know. If I can pull the Vector3f of an empty GameObject to make positioning the GUI easier (without outright manual scripting), I'd really like it more. Edit-endum: http://unity3d.com/support/documentation/ScriptReference/index.Accessing_Other_Components.htmlSo, is Unity any good?
Yup. It pretty much started out as a casual online chat interface (and from memory - though I'm going back here to years ago when I first checked it out when it came out - that's what its main goal was). The first demo was walking around a bunch of different "environments" chatting to other people (Island, Castle, Spaceship Art Gallery thing). Now its major games are online, multiplayer environments.Not sure if W2 is setting out to push the limit of what Unity can do, but I'll give you half a point. No, there hasn't been any serious AAA title on Unity (well, if you say there hasn't, I'm not checking facts here) but I'm also getting the vibe that Unity didn't start out as the intended engine of a X3A game like Unreal or Cry.
Well, that's sort of the point I've been trying to make. They have source code, so if shit doesn't work, then (theoretically at least) they can make shit work (which is why I'm not personally worried about their engine choice).A big bunch of amateur projects is still a good track record in my book, as groups of diehard professionals are potentially able to make Super Mario run on a pile of dog shit, which tells us precious little about the dog shit. Though, I guess that's a strawman.
Without shitting all over InXile, would you really class them as AAA developers though? Most of their games have been little online console mini-game type things for the iPhone.What about W2?In fact, I could probably argue that maybe there's a reason why an engine that's been around for so long still hasn't been used by a AAA developer yet (for anything other than mobile or online web-based games).
Yup. And what are those reasons? Why don't AAA developers use Unity if it's such a great, easy to use engine?In any case, I wouldn't make that argument if I were you. There's probably plenty of reasons outside of the engine's capabilities and performance that keep it from hitting the X3A jackpot.
Nail. Head. AAA games have a level of complexity that's beyond "Billy made a game in class all by himself, how cool!" And the problem with generic engines is just that, they're generic.For these "generic" engines, once your project reaches a level of complexity, you will want the source code. Making games without source code on a non-specialized engine is really only for casual boring-banal-bullshit.What's good about an engine that's only good if you have the source code?
And the engines AAA developers choose to use...You don't understand... I was making games, that's why I'm back now. DarkUnderlord was still talking about making a Custom Engine (laughs!!!!).
Compared the situation in 2005 with today basically, said because Bioware made it's own engine ten years ago, we should do the same today. Destroyed.... I think not.
wtf? Why would you transform a GUI? Are you sure you aren't messing something up?
var guiStyle : GUIStyle;
var v: Vector3;
function Start ()
{
}
function OnGUI ()
{
v = this.transform.position;
Debug.Log(v);
GUI.Button(Rect(v.x, v.y, 22 * 6, 21 * 6), "", guiStyle);
}
GUI.Button(Rect(v.x, v.y, guiStyle.normal.background.width, guiStyle.normal.background.height);