How I tackled my performance issues developing an Android game in Unity
codeandux.com
codeandux.com
Thank you for your reply!
What specific engine would you have used?
- A game object management system
- A component system
- AI behaviors
- Sequencing
- Animation
- Pathfinding
- Physics
- User interface
- Resource management
- Networking
- Input mapping
- Asset importing and manipulation
- Asset optimization
- Audio
- An editing environment that allows rapid development in terms of asset management and live modification, as well as easy customization of the asset pipeline and game specific editing controls
- Easy deployment
Not to mention, a "2D" engine nowadays is much more than a sprite management system, they are written for 3D API's to offer fast blending, shaders, compositing, effects, transforms, etc, etc.
These aren't bells and whistles, they are tools that have been developed over years to work well for game production, and they are features that even simple games can take advantage of to make them more quickly and more easily add features over time.
Not to mention having a community of other game developers who use the same platform and a tool like the asset store which frees you from having to be an artist to make your game look good.
You're not really wrong. The platform support and asset importing and hot reloading, for example, are great. However, some of the things like resource management and PhysX or Box2D integration aren't that big of a deal. I want to be realistic about the actual value that Unity adds.
The goal of using unity for 2d projects is because it is faster, more user friendly and easier to work in team with designers than using pure open gl and libraries.
The collision engine is what I was referring to when I said it's not that huge of a thing to do your own Box2D integration, so I disagree that there's a huge value add there. Just drop in the same solution they dropped in.
And the sound tools, until very recently, were incredibly rudimentary. You'd have been just as well off tossing in OpenALSoft or rolling your own FMOD integration (at least then you could use the FMOD Studio tool). I'm grateful for the new Audio Mixer window.
The only basic part missing in his article would be along the lines of combining textures into an atlas and dynamically modifying UV's so that for example the UFO's could have had different shapes and colours.