Earlier quoted context omitted.
If you do have to redo everything, why the hell would you switch to another proprietary technology?! Why not use OpenSceneGraph, OGRE, Irrlicht, Cube2, or one of the hundreds of other free game engines / frameworks out there instead?
Because open source game engines are bad. There is a huge gap between Unity/Unreal and an open source engine, it's not even comparable.
Unity Engine ToS change makes cloud-based SpatialOS games illegal
201–210 of 277 posts
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#202If one were to build an MMORPG with SpatialOS instead of following the tradition approach, how does that change the number of copies of the game engine you need to license?
It sounds like the engine runs in the cloud, so do they only need one copy per person who is actually online at the time, or even only one per currently occupied region of the game world, or is it still one per copy of the game sold?
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#203Earlier quoted context omitted.
Unity is huge in mobile gaming. UE4 barely made a dent on mobile until the recent mobile release of Fortnite that is, which requires a fairly high-end device
Somehow I always had the impression Unity was a heavy C# moloch and Unreal was a fast C++ racecar. Interesting.
What really makes the difference is that Unity has light-weight rendering pipelines available, running on older GPUs. UE4 just ditches those devices.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#204The CEO of Unity is the former CEO of Electronic Arts. I do believe that he might be executing the same business practices on Unity's developers as EA did on their customers. The first time I saw their CEO choice I thought that this can't be good for the dev community around Unity. Here is a question, even though Unity is incorporated in the US, did anyone find the filings with the SEC? Or is it not required for and…
Unity is a private company.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#205> You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user d…
I don't know why people are still using unity instead of UE4 except for historical reasons where users of the engine are hesitant to switch and have to relearn some things. Unity is not open source, it does not come with batteries included (so you end up buying a bunch of poorly maintained unity assets/plugins to do stuff that UE4 does out of the box), and I think they're struggling as a company more than people real…
Unity shines in its flexibility, easy scripting, and fast workflow. I can whip up a script in C# very quickly that does exactly what I want. With that scripting, I can have a lot of control how the engine and rendering and post effects work, much more than Unreal. Prefab workflow makes much more sense than anything in Unreal blueprints. Mecanim is not as fully featured in some ways as Unreal's animation system, but with the Humanoid skeleton, animations can be used easily on different models. With Unreal, you need to use retargeting, which is painful and can have serious problems if the models are even slightly different in size.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#206> You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user d…
I don't know why people are still using unity instead of UE4 except for historical reasons where users of the engine are hesitant to switch and have to relearn some things. Unity is not open source, it does not come with batteries included (so you end up buying a bunch of poorly maintained unity assets/plugins to do stuff that UE4 does out of the box), and I think they're struggling as a company more than people real…
Unity had their brief shining moment in the sun from 2015-2017 when they were supporting the growing indie scene on Steam, their VR was lightyears ahead of UE4, and UE4 still hadn't gone free-to-use. But with all that Fortnite money now and their new business model, I've no doubt UE4 is going to be the best possible game engine moving forward.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#207Earlier quoted context omitted.
I don't know why people are still using unity instead of UE4 except for historical reasons where users of the engine are hesitant to switch and have to relearn some things. Unity is not open source, it does not come with batteries included (so you end up buying a bunch of poorly maintained unity assets/plugins to do stuff that UE4 does out of the box), and I think they're struggling as a company more than people real…
UE4 focuses on high-end console/PC. For rapid development of mobile games, Unity is basically the only choice.
This is a false dichotomy that came about because Unity was the first major AAA engine that was free to use. UE4 has easily surpassed them at this point. See PUBG Mobile, Fortnite Mobile, etc. There's absolutely nothing like that on mobile using Unity.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#208Consider a traditional MMORPG architecture, using a third party engine rather than an in-house engine. The engine ran on the player's computer, and the game company bought one engine license per copy of the game sold. If one were to build an MMORPG with SpatialOS instead of following the tradition approach, how does that change the number of copies of the game engine you need to license? It sounds like the engine run…
I can't find any reference to that on their website, they even answer "Yes" in the FAQ on the "Do I own the content I create?" which what you mentions would make it essentially false. How does free game made on Unity works?
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#209> You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user d…
I dunno this seems clear enough to me - they don't want you circumventing the terms of your license by running the game on a single machine and streaming it to many players. Each game instance requires a separate license. I'm sure this isn't intended to stop you from running your game's central multiplayer server. It's just to make sure you pay an appropriate licensing fee for Unity.
Can you give a source for that? As far as I know the runtime of Unity has no paid license.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#210Earlier quoted context omitted.
Native FBX support is not compatible by license, you are free to make a module that lets Godot use FBX, just with a FBX compatible license. Traditional ECS doesn't fit with Godot's philosophy, but you can make behaviors into nodes and just add these nodes as a child for ECS-like behavior. Honestly, I find Godot's way more natural and extendable.
Is there a blog post that goes into this ECS vs nodes paradigm?
[0] https://willnationsdev.wordpress.com/2018/04/05/godots-node-...