Unity's pretty cool.

Posted by Font on April 7, 2013, 7:54 p.m.

Haven't been on in a long time. Anyway.

I've been programming games since I was 12, and still haven't stopped discovering new skills to make the job easier and the results better. More recently I was using C++ and OpenGL to make 3D games, and after that I tried using Java and LWJGL (the same combination used by Notch for Minecraft). Both of these techniques are pretty effective at creating some OK 3D experiences, but it takes freaking forever, and if you want to add some modern 3D game feature you have to invent it from scratch or toy with annoying library interfaces.

Last August I bumped into Unity, quite by necessity because some guys that hired me were using Unity to make their game. In a week I had learned it and made some decent little demos, and before you know it I was a Unity pro. I was able to make a small point and click adventure game for some kids part-time over 2 weeks, ported my Unlimited Detail ideas to the engine, helped develop a very ambitious sandbox game with some guys over last semester and did a lot of little experiments.

Coming from a guy with a lot of experience doing coding "from scratch", Unity is great for super fast development and prototyping. I'd even recommend hard-core code purists try it out anyway just to get an idea of how the Unity engine structure works, handling graphics and physics in a very solid, sound manner, so they can apply some of it's techniques to their custom engines.

Most recently I've made some time between school stuff to develop my own multiplayer FPS and implement some ideas for shooters that have been rotting in my journals and in my head. So far so good!

The downside, as you might have gathered from my mutterings, is that if you want your game to look technically pretty, you'll have to cough up some serious money for the pro version. It is possible to make some aesthetically pleasing games in the free version, but if you want to make a game that is on par with modern 3D games, you'll have to be rich. Personally, I'm hesitant to pay up for the pro version just yet. I'm considering fund raising to ease the cost.

It's either that or reinventing the wheel in Java or C++. Interesting problem.

Comments

colseed 11 years, 1 month ago

Whoa that parkour thing is cool.

The hand part especially - as someone who's played way too much of a 2d multiplayer parkour shooter, I can only imagine how much fun this could get. Add in the ability to do flips and I'd probably be sold, lol.

Font 11 years, 1 month ago

If you've ever played Teeworlds, the hand is like a super short grappling hook. Yeah, I need to get rolling in at least.

flashback 11 years, 1 month ago

(What he's not mentioning is that the game he was hired to work on is relatively well known)

colseed 11 years, 1 month ago

Never heard of Teeworlds before actually, I'll have to try it.

also dang starforge i remember seeing that

font ur overpowerd

Font 11 years, 1 month ago

Yeah, that's the view I wanted to avoid :P

colseed 11 years, 1 month ago

lol

>implying there's something wrong with being overpowered

-_o

Astryl 11 years, 1 month ago

Quote:

It's either that or reinventing the wheel in Java or C++. Interesting problem.
At least it's a well documented problem.

With C++, you might want to try ASSIMP (Asset Importer) as a stress-free way of handling models; for physics, creating a simple system isn't too much trouble, but if it bothers you too much, there are a lot of open source libraries available.

For the other things, SFML is very useful. It handles the OpenGL layer, provides out-of-the-box shader support now, an OpenAL interface, and networking capability.

I've seen some good games come out of Unity, but still… it feels like Game Maker for the Plausible Deniability Club. Unless you fork out the cash for the 'pro' version. For the time I spent trying it out, it both impressed me and made me hate it all the more; I hate systems that don't let me get at the lowest level code.

Anyway, nice looking game up there.

ludamad 11 years, 1 month ago

I love coding things from scratch, but I don't think I have the heart to do it with 3D -_o

But 2D games I'm happily a control freak

JuurianChi 11 years, 1 month ago

The special case I have for unity is the effort being put in to make it useful for people like for example "artists" to make games with very little programing experience.

That puts it far over a standard programming language for me any day.