Unity Engine
by Nathan · in General Discussion · 08/25/2005 (5:21 pm) · 40 replies
Has anybody heard of the unity engine?
http://otee.dk/unity/index.html
http://otee.dk/unity/index.html
#2
08/25/2005 (5:35 pm)
On the website it said if you buy Unity pro it automatically ports to windows. But I think you can only develop on a mac :(
#3
So you can (soon) create cross platform content with it for the end user. The guys are very supportive and responsive, send them an email if you have any questions.
08/25/2005 (9:39 pm)
Yes, that's correct, it will eventually publish to both Windows and Mac, but will always be a Mac only development environment.So you can (soon) create cross platform content with it for the end user. The guys are very supportive and responsive, send them an email if you have any questions.
#4
08/25/2005 (11:28 pm)
I find that really strange. One that it can run games on Windows but not the editing tools, and two that the tools weren't made with portability in mind from the get-go. Oh well, I'm using T2D for now ;D
#5
$250 if you want to write games for mac.
$1000 if you want to write games for write games for mac AND pc.
Oy! For that price you could get all the Torque products plus all the content packs and starter kits.
08/26/2005 (1:04 am)
Not only that, but check out the pricing.$250 if you want to write games for mac.
$1000 if you want to write games for write games for mac AND pc.
Oy! For that price you could get all the Torque products plus all the content packs and starter kits.
#6
08/26/2005 (1:20 am)
Torque + TSE + Gamespace actually. You could get a lot of stuff for 1000 bucks.
#7
It also sounds like it may be easier to use.... BUT I have not used it, I don't have a Mac so I'm only talking about what they write on their website.
How deep you can get into it, how flexible it is.... how much you can bend it your way to get what you really want out of it.... I don't know
08/26/2005 (1:32 am)
Yes but the Unity at least on paper sounds quite cool with already integrated quality physics, Web Format which is very important for casual games development and DX9 features... It also sounds like it may be easier to use.... BUT I have not used it, I don't have a Mac so I'm only talking about what they write on their website.
How deep you can get into it, how flexible it is.... how much you can bend it your way to get what you really want out of it.... I don't know
#8
08/26/2005 (1:46 am)
It's mostly Mac only yet features DX9 support for $1k, go figure...
#9
08/26/2005 (8:37 pm)
The demos are interesting and it does look good. Price point aside, it's another option - especially for the Mac. I've downloaded the demo just to see what it's all about - the web format is very cool / interesting. Anyone on a Mac had a chance to play with it yet?
#10
Hey, I'm a PR guy... I gotta plug IndieGamesCon
08/26/2005 (9:35 pm)
I guess one of the big issues they will have is trying to handle the new code base that their engine will have to have with the new Intel based macs. According to Ryan Gordon, who is going to be a keynote speaker at IndieGamesCon on October 7-9th, Torque is already running on the new Mac Intels... and he only had to change a small line of code to get it to work. So if you're really interested in the inside scoop on developing games on Mac OS X, make sure you're at IndieGamesCon to get some cool tips from Ryan Gordon.Hey, I'm a PR guy... I gotta plug IndieGamesCon
#11
08/26/2005 (9:55 pm)
It's kind of funny that Apple is switching to Intel processors for Mac, and Microsoft is switching to Power pc for Xbox 360 :)
#12
http://otee.dk/forum/viewtopic.php?t=122&highlight=intel
I bought Unity the day it was available but I didn't had time to make the tutorial yet. I played with it during an hour or two and what chocked me its the IDE : it's truly a game developement interface ! No offense to GG but TGE seems one or two generations late on this.
The workflow is also very smooth.
You don't have access to the source code, this can be annoying but it force the Unity developers to be very responsive on bugs and additional features.
Depending of what game you are making Unity can be a very good alternative, but if you're working with Torque since the beginning this new learning courbe can be harmful to your projects.
08/27/2005 (5:54 am)
The Intel switch will not be a major problem for Unity :http://otee.dk/forum/viewtopic.php?t=122&highlight=intel
I bought Unity the day it was available but I didn't had time to make the tutorial yet. I played with it during an hour or two and what chocked me its the IDE : it's truly a game developement interface ! No offense to GG but TGE seems one or two generations late on this.
The workflow is also very smooth.
You don't have access to the source code, this can be annoying but it force the Unity developers to be very responsive on bugs and additional features.
Depending of what game you are making Unity can be a very good alternative, but if you're working with Torque since the beginning this new learning courbe can be harmful to your projects.
#13
At least with PC-only engines, you can score a wide audience while getting the funds to (maybe) make a Mac port.
Either way, Torque kicks ass because it kills THREE birds with one stone :)
lol
08/27/2005 (6:16 am)
I don't understand why anyone would crank out a Mac-only engine. They'd be eliminating a grossly large percentage of the marketshare.At least with PC-only engines, you can score a wide audience while getting the funds to (maybe) make a Mac port.
Either way, Torque kicks ass because it kills THREE birds with one stone :)
Quote:That is annoying. I don't know why anyone would go for that. I mean, even id licenses their source code to people that use theirs... granted, it's $10,000, but still.
You don't have access to the source code, this can be annoying but it force the Unity developers to be very responsive on bugs and additional features.
lol
#14
08/27/2005 (6:27 am)
It could be because Mac lovers are a special breed. It doesn't surprise me that they would intentionally turn their noses up at the PC game dev market. Of course I'm only half kidding!
#15
Not having the source code can force you to make simple games, in this perspective it can be a really good thing! Look at the T2D, you don't really need to touch the source code to make a game. If it can prevent new developers to try making another MMORPG it's a very good thing. ;)
Plus it's NOT a Mac-only engine! The developement plateform is Mac-only, the deployment can be made for PC now (in one click).
08/27/2005 (6:41 am)
Check the unity forum, you will see the speed at which the developers are correcting submited bugs.Not having the source code can force you to make simple games, in this perspective it can be a really good thing! Look at the T2D, you don't really need to touch the source code to make a game. If it can prevent new developers to try making another MMORPG it's a very good thing. ;)
Plus it's NOT a Mac-only engine! The developement plateform is Mac-only, the deployment can be made for PC now (in one click).
#16
now you gotta admit... that's kinda cool...
this thing isn't limited to game development...
--Mike
08/28/2005 (6:41 am)
Plus... noone has mentioned the deployment via the web feature... right now, if you have a mac, go onto the forums, and check out some of the wip demos... runs right outta the browser...now you gotta admit... that's kinda cool...
this thing isn't limited to game development...
--Mike
#17
Seems like some people keep missing this point.
08/28/2005 (7:43 am)
Quote:
Plus it's NOT a Mac-only engine! The developement platform is Mac-only, the deployment can be made for PC now (in one click).
Seems like some people keep missing this point.
#18
As far as market share I can understand the concern IF we're talking about the Player/purchaser of the game, but we're not. This engine for what I admit is an additional big chuck of change, will port to PC. So that's a none issue.
It can also be web-based - which is cool.
Access to source code... Well, I can see your point but I see a trend towards scripting in game development anyway. But I'm not a hard core developer so what do I know.
That PC guys can't play with it - tough... for now. It's what we Mac developers have always had to deal with- "Be patient, it's coming". (TSE, TGE 1.4 and Constructor anyone?).
But has anyone actually used it? Can anyone truely comment on how well this engine works, how flexible it is, etc? At the end of the day, as INDIE game developers, is this another tool to add to our arsnel?
SCREW the platform battles, let's get serious about what the tool can do.
08/28/2005 (1:43 pm)
This is CURRENTLY a Mac only development platform (how refreshing) with a PC version is on it's way.As far as market share I can understand the concern IF we're talking about the Player/purchaser of the game, but we're not. This engine for what I admit is an additional big chuck of change, will port to PC. So that's a none issue.
It can also be web-based - which is cool.
Access to source code... Well, I can see your point but I see a trend towards scripting in game development anyway. But I'm not a hard core developer so what do I know.
That PC guys can't play with it - tough... for now. It's what we Mac developers have always had to deal with- "Be patient, it's coming". (TSE, TGE 1.4 and Constructor anyone?).
But has anyone actually used it? Can anyone truely comment on how well this engine works, how flexible it is, etc? At the end of the day, as INDIE game developers, is this another tool to add to our arsnel?
SCREW the platform battles, let's get serious about what the tool can do.
#19
OK, before I start I want to put the mac issue ASIDE. I have absolutly no prejudice toward a platform or another (pc or mac)... I'm platform agnostic, my day job requiring me to know both very well. Some people seems to get a major case of skin rash just as the mention of the word mac.
As James mentionned in other words: I want to talk about the capabilities, features and usefullness of the game making tool that is Unity.
Ok now... I do not know Torque well.. I did not buy it.. I'm in the process of making a decision on the tools we will use at my startup game company. I researched Torque fairly well from the outside. So far my idea is that it seems a bit complicated but nevertheless has some appeal. And this new thing called Unity seems to me like a godsend. But before getting excited too much I wish to know more. This is why I want to discuss Unity with people who might know both or have good insight.
On Unity
Impressions:
I recently came upon the Unity website and I must say... I was mesmerized! ... but something in the back of my mind warned me to be careful because it looks too good to be true. Unity seems SO easy and well integrated (and graphicly powerful). The production pipeline and the art path is just incredible (from the looks of it). Scripting seems easy and can use Javascript which my collegues and me know well. Networking is currently missing but it seems the developpers wants to add it in well rather than soon and badly.
Price :
The price is steeper than Torque+tools as you really need the commercial version to do anything usefull (PC publishing, better shaders, private source code, etc) but if it cuts down significantly on the development time and game quality than it's still CHEAP from a small company point of view. Of course it's expensive for the Hobbyist but I don't think they are their target demographics.
Various observations
-Includes the Ageia physX Physics Engine. Built-in physics in Unity. I believe it's the physics engine that Unreal 3 will use and the PS3 too. You can correct me on that.
-The "What you see is what you get" editor seems very attractive as you are always "in" your game.
-The fast "make change to textures and instant update" feature seems very fast and powerful.. I have no idea how it's handled or integrated in Torque.
-The screenshots I have seen so far are very promising.. I do not know if its just smoke and mirrors and if it is playable (performance wise) at that quality or if it can be even prettier.
Conclusion :
I would like your input on thought on the features and possibilities.. I'm sure I missed some very important things. The bottom line is that right now Unity seems - to me - like a REALLY good tool and from what I saw I am not inclined to go the Torque path as much as I appreciate the community here and future developments. Now, you tell me! :)
08/29/2005 (6:28 pm)
Hello there,OK, before I start I want to put the mac issue ASIDE. I have absolutly no prejudice toward a platform or another (pc or mac)... I'm platform agnostic, my day job requiring me to know both very well. Some people seems to get a major case of skin rash just as the mention of the word mac.
As James mentionned in other words: I want to talk about the capabilities, features and usefullness of the game making tool that is Unity.
Ok now... I do not know Torque well.. I did not buy it.. I'm in the process of making a decision on the tools we will use at my startup game company. I researched Torque fairly well from the outside. So far my idea is that it seems a bit complicated but nevertheless has some appeal. And this new thing called Unity seems to me like a godsend. But before getting excited too much I wish to know more. This is why I want to discuss Unity with people who might know both or have good insight.
On Unity
Impressions:
I recently came upon the Unity website and I must say... I was mesmerized! ... but something in the back of my mind warned me to be careful because it looks too good to be true. Unity seems SO easy and well integrated (and graphicly powerful). The production pipeline and the art path is just incredible (from the looks of it). Scripting seems easy and can use Javascript which my collegues and me know well. Networking is currently missing but it seems the developpers wants to add it in well rather than soon and badly.
Price :
The price is steeper than Torque+tools as you really need the commercial version to do anything usefull (PC publishing, better shaders, private source code, etc) but if it cuts down significantly on the development time and game quality than it's still CHEAP from a small company point of view. Of course it's expensive for the Hobbyist but I don't think they are their target demographics.
Various observations
-Includes the Ageia physX Physics Engine. Built-in physics in Unity. I believe it's the physics engine that Unreal 3 will use and the PS3 too. You can correct me on that.
-The "What you see is what you get" editor seems very attractive as you are always "in" your game.
-The fast "make change to textures and instant update" feature seems very fast and powerful.. I have no idea how it's handled or integrated in Torque.
-The screenshots I have seen so far are very promising.. I do not know if its just smoke and mirrors and if it is playable (performance wise) at that quality or if it can be even prettier.
Conclusion :
I would like your input on thought on the features and possibilities.. I'm sure I missed some very important things. The bottom line is that right now Unity seems - to me - like a REALLY good tool and from what I saw I am not inclined to go the Torque path as much as I appreciate the community here and future developments. Now, you tell me! :)
#20
For around twice the cost of TGE (or about the same cost as getting TGE+TSE) you get a Click-N-Play Game development system. A closed box that YOU the developer are not allowed to play in. Sure you can make some plugins to extend things, but you can't fundamentaly change the core engine itself.
With TGE / TSE (even T2D) you get everything... yes there is a steep learning curve.. but everyone who has worked with Torque for more then a a couple months will tell you that.
OK now as for game publishing... Let's compare the indie license
Unity
--------
Mac OSX
Webplayer (confused a bit on this one... is what specific platform does this webplayer work on)
TGE/TSE
--------
Windows
Linux
Mac OSX
* ActiveX Weblauncher
* XBOX
* PS2
* XBOX 360
* These aren't supported Out of the Box at this time, but without further licensing can be done by the developer at any time.
08/29/2005 (6:58 pm)
OK from what I see from the Unity site...For around twice the cost of TGE (or about the same cost as getting TGE+TSE) you get a Click-N-Play Game development system. A closed box that YOU the developer are not allowed to play in. Sure you can make some plugins to extend things, but you can't fundamentaly change the core engine itself.
With TGE / TSE (even T2D) you get everything... yes there is a steep learning curve.. but everyone who has worked with Torque for more then a a couple months will tell you that.
OK now as for game publishing... Let's compare the indie license
Unity
--------
Mac OSX
Webplayer (confused a bit on this one... is what specific platform does this webplayer work on)
TGE/TSE
--------
Windows
Linux
Mac OSX
* ActiveX Weblauncher
* XBOX
* PS2
* XBOX 360
* These aren't supported Out of the Box at this time, but without further licensing can be done by the developer at any time.
Torque Owner Jason Swearingen