...and only Pro version has that black interface, right? Remember reading something about it in license comparison.*Loads Unity Pro*
And what's the difference in user experience, just like i've said, C4 is not some no-gui-alpha-version software, and Unity is not really something special at interface. Now Torque 3D has some weird file browser, i'll tell ya.
You would have to be more specific than that. Generally though it has no problem with 2d. There are some cool 3D toolkits on the asset store that can speed up your workflow immensely, but depending on what you want to make,How would Unity fare for a small 2d game?
Uses of the engine
Tiger Woods PGA TOUR Online was built using Unity. [35]
Battlestar Galactica Online is a massively multiplayer online space shooter game built with Unity.
Rochard is a science fiction platform game developed by Recoil Games, built using Unity.
Wasteland 2 post-apocalyptic video game
Lack of awareness for its existence;t is so awesome, why are there only a handful of games made with C4?
[citation needed]Relating to the editor: asset handling is the main issue, collada isn't mature enough.
koyima, Collada isn't mature enough? Seems that C4, CryEngine 2, Torque, Unreal, and Unity support it.
Lack of awareness for its existence;t is so awesome, why are there only a handful of games made with C4?
Maintenance of status quo ("They told me to use Unity so I'll use Unity, damnit!");
Multitude of pretty alternatives (UDK, several others);
No need to pay for it, if you're just fucking around;
and other assorted reasonings completely unfounded.
Why you place such emphasis on its popularity? The real important thing is "how easily can Wasteland 2 be created within Unity?" None of these engines really seem to have an example of the holy grail, Fallout 1. (Aside from the Unity fan-thing up-stream.)
First pre-alpha screenshot:
[citation needed]Relating to the editor: asset handling is the main issue, collada isn't mature enough.
Any other editor-related complains?
My mobile internet is having issues, some pauses in posting might occur, but i'm still here
Why you place such emphasis on its popularity? The real important thing is "how easily can Wasteland 2 be created within Unity?" None of these engines really seem to have an example of the holy grail, Fallout 1. (Aside from the Unity fan-thing up-stream.)
Why you place such emphasis on its popularity? The real important thing is "how easily can Wasteland 2 be created within Unity?" None of these engines really seem to have an example of the holy grail, Fallout 1. (Aside from the Unity fan-thing up-stream.)
All of the engines koyima laughs at can do it, its just a matter of time.
And there is nothing in Unity that makes it any easier, to write the turn based rule system, for an RPG and script that game.
Koyima is a marketing guy and clearly hasn't a clue what goes into creating a hardcore RPG. It really shows in his repetitive, BIG is better, comments.
What Unity has over the other engines, is the idiot proof art importer and its 1 million (how many paying?) users. And the iimporter is what Brian Fargo asked for, so no argument from me, he got what he paid for.
Look at the nude guy in the shot above. Plonk, plonk is all it takes. Anyone here could have done that in Unity. Coding the game is where the real work begins as it would be in every other engine.
No, your pseudo-argument made me respond.You are the one trying to convince someone that Unity was the wrong choice, that C4 is a viable option, right?
What if one engine was released and become popular earlier than the other one? What if its popularity is a result of powerful and not always fair advertising? Number of projects really means nothing, there is no difference if one has 10 released projects and the other 20. Which number is a sign of the safe choice, 19 or 21?This shows that so many games have been made with said engine, so it has enough production use to be considered a safe choice.
Anyway got to go, it doesn't seem there are any arguments, never mind good ones.
It probably was all stemming from one guy with half the info, going on about engines and everyone else just chimed in
since they didn't have any info. Else I would have seen some counter arguments like "I don't think Unity can do X, which
is really required in what I fantasize Wasteland 2 will be like"
Truth is a framework is just a framework, as long as there are no show-stoppers, it's up to the devs.
koyima, I see you haven't addressed my complaint about difficulty of using 3rd party version control systems with Unity.
Another thing that bothers me with Unity is something that is actually being put forward as its strength - the Asset Store. There is a ton of stuff there, a lot of it may be very useful. If you need to do something you will most likely see first if someone already did it in a nice way and put it into the store. This will, of course, cost money and some of that money will go to Unity folks. That's a valid business model, but it stinks too much of DLCs.
Anyway got to go, it doesn't seem there are any arguments, never mind good ones.
It probably was all stemming from one guy with half the info, going on about engines and everyone else just chimed in
since they didn't have any info. Else I would have seen some counter arguments like "I don't think Unity can do X, which
is really required in what I fantasize Wasteland 2 will be like"
Truth is a framework is just a framework, as long as there are no show-stoppers, it's up to the devs.
Dude you seem to not understand the most simple things like the advantage of native over managed code, or see the difference in image quality between let's say Ogre3D and Unity, what would be the point in discussing with such a moran?
This is not to say Drocon is right, but he has definitely a point about the technical side of engines. Just seems way too much on a mission to prove that you cannot create good games with Unity (or anything else but C4). Which is of course not really true either, you can make very good games with it, they just have some weaknesses.
Davaris videos some page ago is actually the most informative piece of information in this terrible thread. In showing what to expect and where the (little) problems are. I think Unity has some advantages but it is certainly one of the least powerful engines they could select.
No, your pseudo-argument made me respond.You are the one trying to convince someone that Unity was the wrong choice, that C4 is a viable option, right?
What if one engine was released and become popular earlier than the other one? What if its popularity is a result of powerful and not always fair advertising? Number of projects really means nothing, there is no difference if one has 10 released projects and the other 20. Which number is a sign of the safe choice, 19 or 21?This shows that so many games have been made with said engine, so it has enough production use to be considered a safe choice.
Now, why did Fargo choose Unity? I don't know, but boy oh boy do i hope that he knows what he's doing.
No.It is the vast difference in the amount of titles that tilts the scales.
@ https://twitter.com/#!/BrianFargoBrian Fargo @BrianFargo
We have been supplied the source code to Unity for the express purpose of making the Linux version.
Oh, so they work for Unity now.
Master will be pleased.
You obviously don't understand at what level you are working when in Unity. You are not coding the renderer, you are not coding the physics, you are not coding anything
that is intensive enough to warrant native code. You are basically coding gameplay. All engines use scripting for that. To do otherwise would make your engine a hacked-up mess of poo.