Unity 5 released with upgrades, full-featured free version
gamasutra.com
gamasutra.com
As for me, it's finally time to start building that Sierra-esque ancient civilization city-builder game (i.e. Caesar, Pharaoh, Emperor, etc.).
"Finally offering a free version"
Honestly, it's been free for ages.
Not only that but Microsoft had XNA which was also a free game engine that they only discontinued last year so you're wrong thinking that html5 was the only option. I don't think you really researched the market much if you thought that.
Plus if you are serious about an RTS you should read about AI war, who used Unity. It's interesting as if you want to do multiplayer in an RTS you can't use Unity's collision detection as the float calculations are chipset dependant.
I'm pretty sure Unity would be able to fix this if they had their compiler always handed rounding the same way.
Also: If you want to see a sane way to handle floating point, check out the Unum format (http://en.wikipedia.org/wiki/Unum_(number_format))... higher precision than IEEE, doesn't have rounding errors, and uses fewer bits.
My takeaway: It's hard enough that I'm probably never going to attempt to implement lockstep simulation, and if I was forced to I'd probably do everything in fixed point for my own sanity.
It certainly won't provide higher precision using less bits (precision is lg(b^(l - 1)), where b is the base and l is the number of mantissa bits). For any given base, there are numbers that have no exact representation in that base (for base 10, consider 1/3 = 0.33333…, for base 2, consider 1/10), so it certainly will have rounding errors.
According to [0], the basic idea is to store the number of exponent bits, the number of mantissa bits, and the inexact bit (indicating that underflow has occured) alongside the number itself, automatically promoting/demoting mantissa and exponent as needed, and treating inexact numbers as an interval of width 1 ulp. Thus, the number of used bits depends on the number stored (which might well be less than an IEEE format would use for certain (or even the average) workload, but may very well be more due to the overhead of the tag).
[0] http://sites.ieee.org/scv-cs/files/2013/03/Right-SizingPreci...
But that wasn't long after release, maybe it's been fixed by now.
I tried Googling that and it lead me to some weird places, but still no answer!
So i can assume it means "that feel when girlfriend". No idea why having a girlfriend would make you work nights? This would make more sense in the context of
"that feel when no girlfriend"
using my license to conjecture, I'd say that OP has a girlfriend and thus has a lot of expenses that a single man would not have
That said, I'm still uninterested in using Unity because of the implications of having a black box engine that underlies your project. Being able to step into the engine code is too important to my understanding and my ability to debug problems, not to mention the possibility to implement your own bugfixes or otherwise modify the engine.
In addition, the collaboration story with Unity still isn't great once your team scales past "tiny." Unreal and its Perforce integration were built and battle-hardened in the forge of AAA studios with hundreds of artists; Unity still encourages you to use a proprietary "Asset Server" which they charge extra for, and even then it gets awkward and prone to irreconcilable merge conflicts once you go past two or three people on a team.
Having said all that, yay competition!
Agreed. I'd rather use Unreal Engine for lots of reasons. The technician in me prefers UE4, but the businessman in me made me choose Unity. Here's why.
I absolutely must deploy to Android and iOS. Last time I built the Tappy Chicken sample in Unreal, it was like 900 megabytes and made my phone hot enough to melt, and only ran on very high end Android devices.
I thought that after a year or so, Unreal Engine would get more serious about mobile. Maybe their idea of mobile is just different from mine. I'm not trying to deploy a pocket version of Battlefield 4 onto a phone. I'm trying to do fun little games that make money, and I want to deploy them This Year.
Unreal Engine just doesn't seem like a safe bet for my requirements. Which is too bad, because I love it so much. I wish I could use it for my products. I keep posting that little rant above every few months on the Unreal Engine forums, hoping that someone will explain to me how mistaken I am, and how UE is really getting their act together on mobile, and I keep getting disappointed.
I am delighted with Unity's announcement. And I've upgraded my main project to Unity 5, and it looks much more beautiful, and I'm excited. But I'd be even more excited if Unreal Engine made announcements that show they're a serious contender on mobile.
The concept of version control is much more integrated into the UX of the Unreal tools, with things like visual diff/merge support for assets built in.
Additionally, one of Unreal's killer features for scaling collaboration up with larger teams is the idea of editing a map in multiple distinct layers which are composed at runtime. This means you can have someone working on audio in the audio layer, someone working on collisions in the collision layer, someone working on lights in the lighting layer... all in parallel. If you tried that in Unity, all you'd end up with is a binary blob with a merge conflict, and n-1 people having wasted their time.
http://the-witness.net/news/2011/12/engine-tech-concurrent-w...
And they've also improved the merging story, see: http://blogs.unity3d.com/2015/02/17/production-workflow-impr...
Hopefully this was improved in Unity 5. One of the buried release notes mentions a new merge tool for scenes and prefabs in the engine.
http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-co...
http://pixelnest.io/tutorials/2d-game-unity/
https://www.youtube.com/watch?v=7dP7R-GbFkM
I was able to put my high school friend in a platformer within a day.
https://www.youtube.com/watch?v=RpiZF7bjQ3U&feature=youtu.be
The only complaint I have is that it doesn't make webgames.
Unity targets small shops and indie devs. It has quick iteration times for rapid prototyping of gameplay mechanics. It takes more work to make things pretty in Unity.
It will be easier for Unity to ramp-up its visual fidelity than it will be for UE4 to revamp fundamental workflow. We're already beginning to see these changes, like new GI (global illumination) system and physically-based materials in Unity 5. Perhaps Unity v6 or v7 will have graphics on par with UE4.
I've used UE4 quite a bit. Just using blueprints, I didn't feel like I needed to be a specialist to do really cool stuff. And I wish it had something like C#. Also, it wasn't that quick to get something looking great in UE4 and took quite a bit of practicing.
Having full access to render textures and framebuffer stuff is a godsend though. Looking forward to experimenting with the audio as well.
They also seem to be setting up a discount program for the Asset Store, as well as a cloud build system (for mobile/web only so far, though).
I haven't used Unity, but I've written my own game engine. Unity didn't used to expose the GBuffer textures?
Why do you say that? The indie game market is not all that crowded, if we're thinking about games like Dear Esther, Gone Home, The Stanley Parable, Sword and Sworcery (all of which did way better than $3000 a quarter). Gamasutra, the other day, was lamenting the fact that there aren't enough games in this space.
Assuming we're not talking about the very difficult mobile market (but just about high quality indies on the PC), why is it absurd to think that a small indie studio could be quite successful (even with a first game)?
That is why you won't make $3000, because you won't make $10.
> Dear Esther, Gone Home, The Stanley Parable, Sword and Sworcery
All of which cost at least $100k to make.
What I see is some incredibly successful indie games where the niche is so narrow you can't believe it made money at all (think of a brutal puzzler like AntiRoom, which was another very successful one).
I guess what I'm really asking here is what you think the barrier is, because it's not an incredibly crowded market. On mobile, just getting your game noticed is next to impossible. That's easier in this space. Or maybe you disagree?
[0] http://www.desura.com/games/browse/?filter=t&kw=Search+...&s...
[1] http://steamcommunity.com/workshop/browse/?appid=765&browses...
http://store.steampowered.com/search/?sort_by=Released_DESC&...
1. There are too many games; it's as hard to get noticed in this sector as it is on the app store.
2. You don't stand a chance if you can't make a polished game, and a polished game is going to have a $100,000 budget (or let's just say, way more than "I think I'll download the free version of Unity" can afford).
3. Most games are mediocre at best, and yours probably will be too (because the designers of those hits really knew what they were doing, and you probably don't).
Am I getting this right? All of the above? Some of the above?
I've seen lots of indie games that I think are mediocre become hits. I've rarely seen a game that I think is a gem go completely unnoticed. Part of it, it seems to me, is that a really tight niche game can become a hit within that niche and make a surprising amount of money doing it.
Take "Battle of the Bulge" by Shenandoah (which is an iOS game). $20,000 ask on Kickstarter for a game that is going after people who are into hex wargames. I'm going to guess that that game did considerably better than $3000 a quarter. They're making more, after all.
Similarly, there are people out there who love side-scrollers and will basically buy any side-scroller that looks even remotely good. If it is good, is it really going to be a financial bust?
"Team Licence" http://unity3d.com/get-unity
Do you happen to have a link to which setting to switch?
"This is done by selecting Edit->Project Settings->Editor in the application menu and enabling External Version Control support by selecting Visible Meta Files in the dropdown for Version Control. This will show a text file for every asset in the Assets directory containing the necessary bookkeeping information required by Unity. The files will have a .meta file extension with the first part being the full file name of the asset it is associated with. Moving and renaming assets within Unity should also update the relevant .meta files. However, if you move or rename assets from an external tool, make sure to syncronize the relevant .meta files as well."
http://docs.unity3d.com/Manual/ExternalVersionControlSystemS...
Now free version is fully featured and pro version just has some team features and lack of revenue restrictions.
What a joke. Both include "Unity 5 engine with all features." Except that they don't. If you click "Get Unity 5" you see a list of differences[1] between the two. That list used to be a little longer though.
I've had a lot of fun with 2d mode- as a learning project I recreated the Monkey Island I Melee Island scenes with mixed sprites from Monkey Island II. Such a blast re-creating a game from my childhood. I really need to find more time for this stuff.
Whenever I see Unity splash logo I'm getting mentally prepared for mediocre experience. Unless it's a strategy or point&click game where performance is not important.
Nintendo tried that with the Nintendo 64:
Yamauchi took a different approach with the SNES' successor the N64, however, which was released in 1996 at least partly to distract attention away from the disastrous Virtual Boy. Yamauchi admitted at the 2001 Space World event that he had deliberately ordered the N64 be difficult to develop for. The intention behind this was to discourage untalented third-party developers from releasing poor-quality games -- it was no longer practical for Yamauchi to personally approve every game -- but the plan backfired somewhat: given the commercial success of previous Nintendo systems, third-party developers were still keen to get their games on a Nintendo console, and this consequently led to a number of sloppy, low-quality third-party games that clashed significantly with the high-quality first- and second-party titles that were being released on the platform.
(from http://www.usgamer.net/articles/hiroshi-yamauchi-the-iron-fi... )
I doubt people use C++ if they have another choice. The big problem is that C#'s implementations do not handle memory well enough. The default for them is to heap-allocate most objects, then leave it up to the GC. This means a lot of hacky code to achieve good performance, but it still can't match C++ in many cases. (I'd guess that many apps could see a good double-digit% increase in perf in C# if you could just use the stack more often.)
Plus, if you can use C#, you can probably use F#, which is a far better language than either C++ or C#. Whereas if you need to be runtime-free and C-ABI compatible, your choices of expressive languages are rather limited (Rust being the most exciting one, probably.)
Edit: Also, C++ compilers tend to do a far better job at codegen. Though MS is starting to hint that they're gonna up their JIT story, but they've got a long way to go.
Edit: As to why you'd want to learn one or the other, if you're in games, it seems like you should probably learn C++ because it's so prevalent in games. C# is easy enough to pickup on the side though.
FWIW, I'm a longtime C++ user, and used C# with Unity for a bit. I would recommend C++ if you need high-performance, low-level control, or access to native APIs. I would recommend C# if you want good performance in a Java-like language with the best parts of Java and C++. Also if you want to get a job with the Microsofty sorts of companies that have historically used C#.
However, you are more realistically constrained by your 3D engine. Unity does not have the option of C++ (to my knowledge). I'm assuming Unreal does not support C#. In the case of 3D engines your choice of engine is much more important than language.
It does on the professional version via the plugins system.
They aren't hitting at it, they are releasing RyuJIT and .NET Native on .NET 4.6.
If you want to try a job at the game industry start with C++. Besides Unity, C# tends to be mostly used for tools. In what used to be a domain of MFC/C++ and Qt/C++.
This might change with .NET Native now coming into the picture.
If you rather want to learn a language for a job at the IT industry at large, start with C# which alongside Java has been taking C++'s place, specially in Windows shops.
I'm sure I'm coming off harsh here but seeing that limitation really turns me off from an otherwise unbelievable proposition.
Edit: spelling.
You can do event based work with your own Messenger such as (http://wiki.unity3d.com/index.php?title=CSharpMessenger_Exte...) or the new ui system has an event system. You can also use C# delegates/events/callbacks as desired.
Their previous OnGUI based tick UI was meant for before mobile and caused many of these slower games. But there have been nice GUI systems like NGUI to help that. Their GameObject based SendMessage is too hefty and probably many new devs use that and have laggy games. Their core out of the box UI and messaging before Unity 5 was made for an era before mobile.
But if you know what you are doing it is C# underneath and you can always implement a messaging/event system, and many implemented their own UI or used popular assets like NGUI, EZGUI or DaikonForge (before they bailed when the new UI was released). The new UI is strongly influenced by NGUI as the original asset maker worked there on Unity UI, it took some different routes after he left but both are now very performance focused for mobile.
Garbage collection is one area where current mobile speeds are poor and hopefully IL2CPP can get to a place where it is optimized for that case. Now that Unity controls down to the metal it should be faster and better over time. They previously were locked to Mono 2.x performance on iOS though they still have to convert all their platforms other than iOS and WebGL.
Are they planning to improve it's VCS friendliness problems?
Is this still true? or is unity 5 personal addition really contains all features?
Now the free version of Unity also supports the Rift. That is indeed new.
EDIT: I am totally wrong!
• Removed “Make MMO” button from Edit menu. ;)
Anyone from Unity here who can comment on this?
I had kinda gotten exited for a bit there. :(
The only main difference is that you are paying $1500 to remove or have custom splash screen when you deploy to mobiles.
http://blogs.unity3d.com/2014/11/26/4-6-is-released-with-sou...
https://github.com/Unity-Technologies
https://bitbucket.org/Unity-Technologies/
Asset/Cache Server: http://unity3d.com/unity/collaboration/
Built-in Shaders: http://unity3d.com/download_unity/builtin_shaders.zip
Does the cloud build service lets you build iphone games without an apple machine? What about for submitting games on the Apple market?
Also, what does unity do better than unreal? Is unity suitable for building mobile games and high concurrent multiplayer games?