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1057393 Posts in 42957 Topics- by 34891 Members - Latest Member: TimBob12

October 25, 2014, 04:59:12 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)How good is Unity really?
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deathtotheweird
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« Reply #20 on: December 23, 2012, 04:43:31 PM »

Unity is free, you don't need the pro version to get a lot out of it. and if you have somewhat of a brain, learning it is the most painless thing I've ever had to do. so I wouldn't worry about those two factors if I were you.

why don't you just try it? use it for a few weeks, and if you don't like it go back to what you're used to.

you're making too big of a deal out of something so simple.
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Trystin
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« Reply #21 on: December 24, 2012, 03:21:03 AM »

why don't you just try it? use it for a few weeks, and if you don't like it go back to what you're used to.

Time is money
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nikki
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« Reply #22 on: December 24, 2012, 04:14:59 AM »

Quote
Time is money

knowledge is power



But all dumb quote cliches aside..
Try it out and see how it feels.
and still I'm wondering : is your goal to make a terraria-like game ?
or was that just an example ?
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elias4444
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« Reply #23 on: December 24, 2012, 07:21:56 AM »

Terraria was just an example. Though whatever i make will be constrained to a 2 axis system (even if i use 3D objects).

Edit: I suppose I should mention that I just stumbled upon LibGDX too... It looks very promising.
« Last Edit: December 24, 2012, 07:31:53 AM by elias4444 » Logged
InfiniteStateMachine
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« Reply #24 on: December 24, 2012, 03:17:42 PM »

+1 for going with your wife's advice  Smiley
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mjd
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« Reply #25 on: December 31, 2012, 08:48:34 AM »

Personally just started using Unity too after many false starts over the years with various techs and engines, mainly around Java and C#.  I'd recommend it for people who just want to create a game and not worry about the plumbing.

What I personally find Unity really good for is the non-functional stuff.  By that I mean that anyone can knock up a very basic 3d "engine" with some sort of library providing rigidbody physics just by following a few tutorials.  What Unity brings to the party for me is that it comes with a nice polished tool set - e.g. in the past I've created fairly functional "engines" but I've wasted so much time setting up level editors/loaders, sorting out texturing meshes, loading sounds etc - basically all the stuff that is totally separate to the actual "engine" but totally vital.  Unity provides all this supporting tooling in a nice polished and scaleable way and that is a major win for me.

As others have pointed out, if you want to go off-piste and do something like terrania or if you want to go for a whole extra dimension and go all 3d minecraft style then you're going to need to get your hands dirty and do some custom coding as just creating a grid of say 1000x1000x1000 cube meshes isn't going to work on today's hardware in Unity.   

I doubt that any general purpose game engine will be able to do minecraft style things out of the box - you could probably do minecraft in unity or other engines but either way you'll need to get your computer science hat on and start thinking about some serious graph theory so you can do all the good stuff like finding disconnected graphs, only rendering leaf nodes etc etc.  Its not trivial.

tl;dr - unity is good for fairly straight "simple" games, minecraft is going to need custom work in anything.
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indietom
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« Reply #26 on: December 31, 2012, 09:41:16 AM »

If you want to work on big games, console games or on big companies you need c++. But if you just want to make small - medium games for fun or for selling then unity could work.
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Code::Blocks
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« Reply #27 on: January 22, 2013, 05:08:47 PM »

I absolutely hated Unity the first time I used it. I thought it wasnt intuitive and preferred XNA over it, and cursed it. But after giving it a second chance I've grown to love it.
It really does allow you to get a prototype for a game built quickly and its very easy to use when you get the hang of it. The visual interface really helped me speed up production of my first game by months, but maybe thats because I come from a design/multimedia background and I'm used to designing things in that way. I'm mainly using it for 2D(using Orthello for gfx) which isnt really what it was designed for, but it does the job well.
I guess as with any software it really depends what you want to do with it, for me its perfect.
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AlexStv
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« Reply #28 on: January 22, 2013, 06:05:35 PM »

I have a little bit of experience with unity form the past year or so. It the beginning I had a lot of trouble getting it to do anything beyond the standard functions without massive workarounds. What I realized is that the built in functions work wonders for what they're made for but if they don't match your aims well enough don't try to modify them, do it yourself. However I also found that unity is certainly capable of doing these things, just don't expect it to work out of the box.

A lot of people mentioned minecraft, now I've posted this on tig before but this is my implementation of block terrain like minecraft's with fully destructible/ editable terrain. I've seen better implementations as well, my water is still pretty fiddly but it's finite. Terraria is another thing, it's 2d so you'll always get better performance with a 2d based engine but it would be doable, although you would end up doing a lot more of the work yourself that with a more standard game and this is the case for most examples.

Unity can handle a lot more than people assume, there are functions to do the low level stuff as well as the regular stuff so if you feel like it you can do things your way. My block terrain uses the mesh class to generate chunks of visible faces generated from an array and updated when blocks in the area are changed. It's more work than an fps or other straight forward unity games but still less work than lwjgl in my opinion.
« Last Edit: January 22, 2013, 06:12:04 PM by AlexStv » Logged

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