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Re: Unity 3 announced [Re: EvilSOB] #314638
03/09/10 19:29
03/09/10 19:29
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
but this would be a wed replacement, and not a model aplication:

Because I don't think clothing and rag-dolling or materials are needed in the model editor, but that is my thought...

maybe i am completly wrong and just telling stupid and senseless things...

Re: Unity 3 announced [Re: Rei_Ayanami] #314640
03/09/10 19:40
03/09/10 19:40
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
No worries, I think there is a little confusion
between where your WED-replacement is going,
and where I would like to see a MED-replacement go...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Unity 3 announced [Re: capanno] #314641
03/09/10 19:45
03/09/10 19:45
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
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zeusk  Offline
Member

Joined: Jun 2009
Posts: 258
behind this enternet window
Originally Posted By: capanno
Originally Posted By: Helghast
im gonna embrace Unity3 for my next project im affraid...
That would mean the end of 3DGS for me

Same here. I don't see myself using GS ever again. I just hope I can sell my A6 pro license...


Same here. I don't see myself using GS ever again.i'm really gonna miss but even though im comftorble with lite-c i have to move on at some point.Just like when i moved on from GAMEMAKER to A7, its the same thing.

Re: Unity 3 announced [Re: zeusk] #314645
03/09/10 20:04
03/09/10 20:04
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
Med does not need to be replaced. Just the import options should be opened up to more formats.
It's good to have a tool which can do rudimentary stuff in the engine's native format.
It gives you a certain chance to fix smaller import glitches.

Re: Unity 3 announced [Re: FBL] #314659
03/09/10 22:09
03/09/10 22:09
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
i just think GED and WED shouldve been one tool, kinda pathetic to have to have WED, MED, SED and GED open, i mean, wth?

what i think GS needs:
-reworked lighting
-merge WED and GED
-more light types
-radiosity [dnt even tell me we already have that because its slow as HELL!]
-more material properties

thats just my list, i wont list 'optional' features, just listing what i think new members would like, i wont complain about the physics and all that because physics as never given me a single problem

Re: Unity 3 announced [Re: darkinferno] #314670
03/09/10 23:26
03/09/10 23:26
Joined: Nov 2008
Posts: 215
V
vertex Offline
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vertex  Offline
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V

Joined: Nov 2008
Posts: 215
I would not replace Med either. Getting things to work in any native 3D game format can be very difficult. Med is a plus. If you take out Med, then you have to confront many different ways of making a model and how they get in the engine. Just the differences between the way that each version of a single 3D art package exports a single 3D format is mind numbing.

Re: Unity 3 announced [Re: vertex] #314677
03/10/10 00:31
03/10/10 00:31
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Posts: 567
Spain, Canary Islands
UMMM appear gamestudio is go to dead rest in peace

Re: Unity 3 announced [Re: Felixsg] #314701
03/10/10 12:06
03/10/10 12:06
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Wow, this is amazing. I did not read every post here, but I read the feature list of Unity3. It is like a dream comes true.

First, my harshest critic on Unity was the scene management and they just bought an industrial proven tool to solve this:
http://www.umbrasoftware.com/
If you want to integrate this into your 3dgs game, then you have to pay $30,000. Unity has it build in now.

Then it renders with new shader system, deferred lighting, hundreds of lights possible with shaders, fantastic.

And shadows: I always dreamt of a solution to combine static and dynamic lighting including shaders in a working professional way, to fake global illumination plus having dynamic lighting. It works now. They just included another industrial tool, Beast:
http://www.illuminatelabs.com/press/newsarchive/state-of-the-art-light-mapping.pdf
This would cost you $100,000, but it is integrated in Unity. Amazing.

And I dont have to pay extra, I theoretically can make game scenes look as nice as a rendered image/video now.

Besides that I dont have to code in C++ like I have to do in Ogre, Irrlicht, T3D or C4. I can use the way more comfortable C#.

To me it is a no-brainer, I have to order this. And when it got released then I will make some of our preview-images at Dexsoft in Unity3 laugh

This will be an exciting future.


Models, Textures and Games from Dexsoft
Re: Unity 3 announced [Re: Machinery_Frank] #314710
03/10/10 13:52
03/10/10 13:52
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Posts: 1,225
germany
Originally Posted By: Machinery_Frank
...
To me it is a no-brainer, I have to order this. And when it got released then I will make some of our preview-images at Dexsoft in Unity3 laugh

This will be an exciting future.



I wish you much fun with your preview images in Unity3.

regards,
gri


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: Unity 3 announced [Re: gri] #314714
03/10/10 13:57
03/10/10 13:57
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: gri
I wish you much fun with your preview images in Unity3.

regards,
gri


Thank you gri. I am sure I will have. I always liked the idea to create static shadow mapping and I enjoyed it first in WED, then in Constructor and later in UDK. Now, together with global illumination, post processing and shaders it will just be the next level and I am looking forward to this.

And besides that I am looking forward to C# coding.


Models, Textures and Games from Dexsoft
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