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gigirs50
Protege
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Thursday, August 23, 2012
Here a demo that show us the potential of Unity 4
http://www.youtube.com/watch?v=0cmAYxbhwAs&feature=player_embedded#!
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AraVinD
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Thursday, August 23, 2012
outof control oh yeah!!!!!
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najeeb
My Sir
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Thursday, August 23, 2012
yep that's me when playing gta4 with the native trainer
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alishan22
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Thursday, August 23, 2012
Yep.If I had this..............*laughing out loud* it would be just awesome!
http://unity3d.com/unity/beta/
download and just enjoy...
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RealDeal
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Thursday, August 23, 2012
nice.......
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Grega
Perpetual Traveler
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Thursday, August 23, 2012
Looks nice, but I'll stick with saying the UE is better usage and business wise.
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ahaque
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Thursday, August 23, 2012
Looks cool,I wonder if in the future what would unity 5 look like if it decided to make a DBUT game...
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Zeth
The Admin
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Thursday, August 23, 2012
Here a demo that show us the potential of Unity 4
The technical differences between Unity 3 and Unity 4 are very minor (beyond optimizations). Most of the extended features relate to the animation system and its support for quick re-targeting of animations/skeletons in the editor. There were some supplemental changes to support flash/linux as well as feature DirectX11 (which indirectly gave support to newer shader types), but majority of that video is already replicable even in the current version of Unity.
Looks nice, but I'll stick with saying the UE is better usage and business wise.
That's not necessarily true. UDK's platform is certainly more exposed/capable from a technical standpoint, but it does have quite the learning curve in terms of usage. Unity is built around quick prototyping and focusing on core structural aspects without the need to get to lower-level nitty-gritty aspects to do simple/moderate tasks. It's more simplified in terms of interface, yes, but this is precisely what makes it that much more accessible and usable. Most novice (and even some advanced) game developers would not need more than what exists natively to do their projects in full. If they did, they can always plug in any library/code they choose to extend things in the pro version.
As far as commercial licensing is concerned, both offer free-to-use mentalities under certain business/profit lines. UDK certainly exposes more features for its "free" version, but I know several people working on high-grade commercial products still using the free/indie version of Unity. Once you've actually established a profit point, the UDK option is very aggressive -- taking 25% of your total profits as royalties period.
I did a bit of studying on your behalf between the two licenses and made you yet another table. How convenient!
Framework Type Profit License Cost Royalties
---------------------------------------------------------------------------
UDK Non-Commercial N/A $0 N/A
UDK Internal N/A $2500/developer/year N/A
UDK Commercial < $50000 $99 0%
UDK Commercial > $50000 $99 25%
Unity Non-Commercial N/A $0 N/A
Unity Commercial < $100000 $0 0%
Unity Pro Commercial > $100000 $1500/developer 0%
To be perfectly honest, unless you are at an enterprise level with 100+ developers in one house, the Unity route/option is FAR more affordable/reasonable. Not only do you prevent profit sharing from royalties, but you also only have to pay the fee ONCE in a lifetime and not on a PER PROJECT leech as UDK is.
Framework # of Developers Profit Total Cost
-------------------------------------------------------------------
UDK 4 $50000 $99
UDK 4 $100000 $12599
UDK 4 $200000 $37500
UDK 4 $500000 $125000
UDK 25 $500000 $125000
UDK 100 $500000 $125000
Unity 4 $50000 $0
Unity 4 $100000 $0
Unity Pro 4 $200000 $6000
Unity Pro 4 $500000 $6000
Unity Pro 25 $500000 $37500
Unity Pro 100 $500000 $150000
As a matter of fact, the only (somewhat niche) area where UDK truly trumps Unity is in the "low-budget non-profit next-generation game/demo" category. If you want to make a non-commercial product with bleeding edge capabilities and no limitations without spending a dime, the free version of Unity would not entirely be suited for fulfilling your needs as much as UDK would.
Otherwise/Business-wise, the numbers speak for themselves.
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Shenku
RiO Incarnate
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Friday, August 24, 2012
Zeth wrote : Here a demo that show us the potential of Unity 4
The technical differences between Unity 3 and Unity 4 are very minor (beyond optimizations). Most of the extended features relate to the animation system and its support for quick re-targeting of animations/skeletons in the editor. There were some supplemental changes to support flash/linux as well as feature DirectX11 (which indirectly gave support to newer shader types), but majority of that video is already replicable even in the current version of Unity.
Looks nice, but I'll stick with saying the UE is better usage and business wise.
That's not necessarily true. UDK's platform is certainly more exposed/capable from a technical standpoint, but it does have quite the learning curve in terms of usage. Unity is built around quick prototyping and focusing on core structural aspects without the need to get to lower-level nitty-gritty aspects to do simple/moderate tasks. It's more simplified in terms of interface, yes, but this is precisely what makes it that much more accessible and usable. Most novice (and even some advanced) game developers would not need more than what exists natively to do their projects in full. If they did, they can always plug in any library/code they choose to extend things in the pro version.
As far as commercial licensing is concerned, both offer free-to-use mentalities under certain business/profit lines. UDK certainly exposes more features for its "free" version, but I know several people working on high-grade commercial products still using the free/indie version of Unity. Once you've actually established a profit point, the UDK option is very aggressive -- taking 25% of your total profits as royalties period.
I did a bit of studying on your behalf between the two licenses and made you a (yet another) table. How convenient!
Framework Type Profit License Cost Royalties
---------------------------------------------------------------------------
UDK Non-Commercial N/A $0 N/A
UDK Internal N/A $2500/developer/year N/A
UDK Commercial < $50000 $99 0%
UDK Commercial > $50000 $99 25%
Unity Non-Commercial N/A $0 N/A
Unity Commercial < $100000 $0 0%
Unity Pro Commercial > $100000 $1500/developer 0%
To be perfectly honest, unless you are at an enterprise level with 100+ developers in one house, the Unity route/option is FAR more affordable/reasonable. Not only do you prevent profit sharing from royalties, but you also only have to pay the fee ONCE in a lifetime and not on a PER PROJECT leech as UDK is.
Framework # of Developers Profit Total Cost
-------------------------------------------------------------------
UDK 4 $50000 $99
UDK 4 $100000 $12599
UDK 4 $200000 $37500
UDK 4 $500000 $125000
UDK 25 $500000 $125000
UDK 100 $500000 $125000
Unity 4 $50000 $0
Unity 4 $100000 $0
Unity Pro 4 $200000 $6000
Unity Pro 4 $500000 $6000
Unity Pro 25 $500000 $37500
Unity Pro 100 $500000 $150000
As a matter of fact, the only (somewhat niche) area where UDK truly trumps Unity is in the "low-budget non-profit next-generation game/demo" category. If you want to make a non-commercial product with bleeding edge capabilities and no limitations without spending a dime, the free version of Unity would not entirely be suited for fulfilling your needs as much as UDK would.
Otherwise/Business-wise, the numbers speak for themselves.
Pretty much agree with your overall analysis. I've discussed the comparisons between Unity and UDK with my teachers many times, and they all seem to agree that for independent commercial game development, Unity is the better and more universally supported engine. It's better geared for the mobile market as well, since UDK(at least currently) is only supported for PC and the iOS, but not Android, where as Unity supports both mobile platforms. That alone is a major plus in favor of Unity.
That's not to say that Unity is better than UDK, they're both kind of equal in some regards, engine power wise, but it mostly comes down to what you plan on doing, and how you execute it, as to which engine is better suited. UDK for instance, gives you pretty much all the features for free, assuming you are releasing a free game or a demo. You only need to pay for a license if you intend to make money with UDK. Unity, on the other hand, only gives you most of the features, but reserves others unless you pay for a Pro version. Either way, you're going to have to pay them for the engine in some form if you're aiming for a commercial product. It mostly comes down what you're looking for in the engine and how it'll be used.
I haven't used Unity too much yet, having been to busy learning UDK for classes at school, but I will eventually force myself to find the time to learn how to do everything in Unity that I've learned in UDK.
Edit: I mentioned above that UDK is only supported by PC and iOS. Yes, I know it is also supported by consoles as well, but I was speaking more towards the two more common markets that the engine is used for by independent(read not a major development house) game developers to create games for, and was focusing more specifically to its support being only iOS currently, as far as mobile platforms go. Many indi-developers now seem to be shifting to the mobile market, especially with it so cheap and easy to get into, so it stands to reason that Unity makes out better for its dual support for iOS and Android platforms.
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GoldenWarrior
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Friday, August 24, 2012
I'm really thinking about making a game with unity, by using ZEQ2 characters, nothing like z warrior chronicles, all though z warrior chronicles is great, so I'm going to get started in a few days.... I think......
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alishan22
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Friday, August 24, 2012
GoldenWarrior wrote : I'm really thinking about making a game with unity, by using ZEQ2 characters, nothing like z warrior chronicles, all though z warrior chronicles is great, so I'm going to get started in a few days.... I think......
Collaborate with me then...
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bdzsana
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Friday, August 24, 2012
Unity 4 features:
Mecanim: there is nothing new what you can't do in unity3 with custom scripts.
Flash Pro: They show us it supports lot of complex shader, but it doesn't support basic programing technologies like xml parser, dictionaries, lot of basic type. And it's still very slow.
Linux support: Who the heck use linux for gaming? 1-2% of users. They said it's an open market. The biggest game engines have reason why they don't support linux. because its haven't significant user count.
DirectX 11: What the heck???? Unity will support DX11 in 2012 Q4? What a feature? What an Engine?-.-
Unity is still very good for mobile games or AA games. But it seems unity4 want to become an AAA game engine.
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Zeth
The Admin
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Friday, August 24, 2012
Mecanim: there is nothing new what you can't do in unity3 with custom scripts.
Not in a practical way. The animation aspects of Mecanim put it more on par as an Autodesk Motion Builder replacement. It's another layer in Unity's suite to providing a full inline single tool for all development operations.
Flash Pro: They show us it supports lot of complex shader, but it doesn't support basic programing technologies like xml parser, dictionaries, lot of basic type. And it's still very slow.
Even AS3 itself has built-in functions for parsing xml. Besides that, writing your own parser takes literally minutes. A ton wrappers were created for exclusive usage via actionscript, but that doesn't limit your scope to only what's binded presently as far as I can tell. Besides that, Unity is one the ONLY development engines that actually has pioneered for a Flash version without attempting/diluting to a native from-scratch rewrite.
Linux support: Who the heck use linux for gaming? 1-2% of users. They said it's an open market. The biggest game engines have reason why they don't support linux. because its haven't significant user count.
You've obviously not paid much attention to any of the indie bundles floating around in the last couple years. The Linux market is not only significant enough to hold a sizable market share, its growth surpasses Mac gamers in many circles. Considering that Linux gamers are statistically willing to pay MORE for games, there's plenty of reason why a lot of products are making room for linux ports.
(Pssst. Android is Linux-based.)
DirectX 11: What the heck???? Unity will support DX11 in 2012 Q4? What a feature? What an Engine?-.-
Do you even know what DirectX 11 support specifically and technically entails and how it would be implemented into a complex design paradigm that abstracts and simplifies existing systems with its own petite interfaces? If you don't support your dismay with relative scope, context, and an understanding of the technologies at play, you have very little room to be blindly critical.
Unity is still very good for mobile games or AA games. But it seems unity4 want to become an AAA game engine.
Any engine can be used for a "AAA" title. Unity both has and continues to be. Might I ask though by what criteria you are basing your understanding of this categorization system? Are you ranking title classifications by sheer profit, copies sold, code/design complexity, or perhaps innovative technique adaptation?
Sales or company reputation alone will leave your lists coming up flat as an accurate basis for quality comparison.
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ESFER25
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Friday, August 24, 2012
bdzsana wrote : Linux support: Who the heck use linux for gaming? 1-2% of users. They said it's an open market. The biggest game engines have reason why they don't support linux. because its haven't significant user count. That could change pretty soon. Valve will be porting Steam and some games to Linux, that might drag some gamers' attention to gaming on Linux...
I'm sure that Valve has a pretty big influence on PC gaming.
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GoldenWarrior
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Saturday, August 25, 2012
alishan22 wrote : GoldenWarrior wrote : I'm really thinking about making a game with unity, by using ZEQ2 characters, nothing like z warrior chronicles, all though z warrior chronicles is great, so I'm going to get started in a few days.... I think......
Collaborate with me then...
well #1, I gotta download unity, #2, I have to downlod ZEQ2 models
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alishan22
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Saturday, August 25, 2012
GoldenWarrior wrote : alishan22 wrote : GoldenWarrior wrote : I'm really thinking about making a game with unity, by using ZEQ2 characters, nothing like z warrior chronicles, all though z warrior chronicles is great, so I'm going to get started in a few days.... I think......
Collaborate with me then...
well #1, I gotta download unity, #2, I have to downlod ZEQ2 models 
I use saviour of strength models.
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GoldenWarrior
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Saturday, August 25, 2012
record what you got down so far and show the world of what your capable of, (I would rather use ZEQ2's models)
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bdzsana
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Monday, August 27, 2012
The xml parser was an example. There are severel things what flash doesn't support. I tried to build some of my already existing game to build but I give up. Errors follow errors. (doest support types like sbyte, io handlig, some type of initiate, some type of list, dictonary, generic handling. I tired of fixing them..
There are lot of AAA games released with DX11 support and Unity is just a game engine. you can't tell me it is a fantastic feature in 2012.
Yeah I now Adnroid is linux based, but Unity had already support it. I wrote about linux standalone.
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Zeth
The Admin
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Monday, August 27, 2012
There are lot of AAA games released with DX11 support and Unity is just a game engine. you can't tell me it is a fantastic feature in 2012.
I didn't say DirectX 11 was a "fantastic feature". It's actually quite trivial in determining a game's state of being. A game's capacity is hardly measured solely by its quality of graphics.
The xml parser was an example. There are severel things what flash doesn't support. I tried to build some of my already existing game to build but I give up. Errors follow errors. (doest support types like sbyte, io handlig, some type of initiate, some type of list, dictonary, generic handling. I tired of fixing them..
Were you using the beta flash compiler? Did you even try to wrap your data types in any way or were you just expecting out-of-the-box 100% compatibility for a platform that practically has zero modern 3D engine supports for it (besides Unity)?
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Alex
Al Knows
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Monday, September 03, 2012
bdzsana wrote : There are lot of AAA games released with DX11 support and Unity is just a game engine. you can't tell me it is a fantastic feature in 2012.
DX11 support is a fantastic feature for Unity in 2012. Not even going into the graphical features of DX11, ComputeShaders open up a lot of doors for incredibly complex gameplay orientated calculations such as extravagant physics, AI, etc. to be offloaded to the GPU where such massively parallel operations would be handled far more efficiently than on the CPU.
Just because games have been released using DX11 already does not mean it's not a big feature for Unity to have.
Similarly Mechanim is a superb suite feature to have out of the box rather than having to buy a whole slew of third-party addons and hack them around to play nicely together to get a semblance of the feature set Mechanim provides with potentially more of a performance hit. From what I'm aware, Mechanim is actually written by one (or some?) of the guys who worked on Motion Builder and Human IK before they were bought by Autodesk. From all accounts it's the leader of it's class in terms of performance and usability and no third-party addon comes close.
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najeeb
My Sir
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Tuesday, September 04, 2012
bdzsana wrote : The xml parser was an example. There are severel things what flash doesn't support. I tried to build some of my already existing game to build but I give up. Errors follow errors. (doest support types like sbyte, io handlig, some type of initiate, some type of list, dictonary, generic handling. I tired of fixing them..
There are lot of AAA games released with DX11 support and Unity is just a game engine. you can't tell me it is a fantastic feature in 2012.
Yeah I now Adnroid is linux based, but Unity had already support it. I wrote about linux standalone.
hey , I know this is off topic :p but I remember your nick from the old days *stunned*
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bdzsana
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Monday, September 10, 2012
najeeb wrote :
hey , I know this is off topic :p but I remember your nick from the old days *stunned*
I had worked on a Dragon Ball Z game before, but know I'm developing for a commercial game company in unity:)
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bdzsana
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Monday, September 10, 2012
Alex wrote : bdzsana wrote : There are lot of AAA games released with DX11 support and Unity is just a game engine. you can't tell me it is a fantastic feature in 2012.
DX11 support is a fantastic feature for Unity in 2012. Not even going into the graphical features of DX11, ComputeShaders open up a lot of doors for incredibly complex gameplay orientated calculations such as extravagant physics, AI, etc. to be offloaded to the GPU where such massively parallel operations would be handled far more efficiently than on the CPU.
Just because games have been released using DX11 already does not mean it's not a big feature for Unity to have.
Similarly Mechanim is a superb suite feature to have out of the box rather than having to buy a whole slew of third-party addons and hack them around to play nicely together to get a semblance of the feature set Mechanim provides with potentially more of a performance hit. From what I'm aware, Mechanim is actually written by one (or some?) of the guys who worked on Motion Builder and Human IK before they were bought by Autodesk. From all accounts it's the leader of it's class in terms of performance and usability and no third-party addon comes close.
I'm waiting for big game titles from the unity.
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Alex
Al Knows
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Monday, September 10, 2012
bdzsana wrote : I'm waiting for big game titles from the unity.
Do you mean you want the Unity team to make big game titles or just big studios to use it? If it's the former then that won't happen as Unity aren't game developers, they're engine developers. If it's the latter, why would that make any difference at all? The engine is capable no matter if "big game titles" use it or not.
You want some name drops? Codemasters use it and Creative Assembly use it. It was Peter Molyneux's go to engine when he started 22 Cans. A number of popular MMO's use it (Marvel Super Hero Squad, BSG Online, etc.), top Postscript Vita games such as Escape Plan uses it. Cult smash PSN game Rochard uses it. Mobile TPS (and the go to visual benchmark game for mobile hardware) Shadow Gun was made using it. That's just off the top of my head. With the upgrades 4.0 offers it becomes a much more viable alternative to Unreal Engine and CryEngine for Triple-A studios and you will see more "big name titles" coming from developers using Unity.
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bdzsana
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Monday, September 10, 2012
Sorry I mean AAA games with unity engine, not games from the Unity Team.
We are asked to make a racer mmo with the graphics of the latest released AAA racing games. So we tried several game engines (UDK, Cry, Torque, Unity ....),
(in Unity we have 2y experience)
did lot of performace and graphical test, and these show us if we are want do it in unity, we have to code almost everything, or we should buy lot of plugins.
Engines like UDK or CryEngine have 100x more tool for AAA games. The other thing is the performace. Same thing is much faster in UDK or in CryEngine than Unity.
Unity want to be support all the platforms, want to be easy to use, and want to be an AAA engine?
If Unity really want to be a fast engine they should make some constraint like udk or cryengine did.
I don't think unity can hold all of these at the same time, but I hope it isn't true.
by the way I love unity as it is now.
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