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Unity 5 released with upgrades, full-featured free version

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Re: Unity 5 released with upgrades, full-featured free version

#111

Unreal Engine comes with full source updated live on GitHub, that is worth its weight in gold, sadly not even the Pro Unity subscription version comes with that option.

My barrier to entry with Unreal is not knowing C++ - I picked up a few books and will be diving in shortly, but I'm already good with JS so UnityScript was easy to pick up (easy, but painful none-the-less).

Re: Unity 5 released with upgrades, full-featured free version

#112
post #100
post #9

Nice response to Unreal Engine price change. Now the hard part is trying to pick which one to learn and use. Competition is a good thing.

When in doubt, UE4 is going to be open source and Unity is not. In my book until Unity opens up their code there is no competition for anything more than a hobbyist toy that needs to get at the engine guts without a new car or more to see it.

Although Unity is not 100% publicly open-source without requesting for their source code license, they have released a bunch of their source code to the public.

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

Re: Unity 5 released with upgrades, full-featured free version

#113
post #27

I really love that these game engines are doing this. As a hobbyist game dev with a day job and a night-shift (tfwgf), one of the biggest hurtles that keep me building on html5 instead of on desktop was the demand that I had to pay $$ upfront before I have any idea if I can even finish what I'm building (much less how the market will receive it). I mean, I don't mind paying the engine company their demands if I can m…

As someone who played Sierra city builders almost exclusively when I was growing up, please do. Hasn't been a good game in that style in ages.

On Android, Townsmen is pretty good. No external enemies, so it's quite relaxing achieving a balanced medieval economy.

Re: Unity 5 released with upgrades, full-featured free version

#114
post #75

Earlier quoted context omitted.

Can you use Unity to make regular (non-game) apps like you would with Xamarin?

as I understand it the "game loop" that is inherit in the Unity engine makes any app made with it a battery hag. Unity does not have an event based system, so it uses a lot more cpu then regular apps.

Overusing Tick or Update in any engine is a hog.

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.

Re: Unity 5 released with upgrades, full-featured free version

#116
post #27

I really love that these game engines are doing this. As a hobbyist game dev with a day job and a night-shift (tfwgf), one of the biggest hurtles that keep me building on html5 instead of on desktop was the demand that I had to pay $$ upfront before I have any idea if I can even finish what I'm building (much less how the market will receive it). I mean, I don't mind paying the engine company their demands if I can m…

What does 'tfwgf' mean?

I tried Googling that and it lead me to some weird places, but still no answer!

Re: Unity 5 released with upgrades, full-featured free version

#117
post #27

I really love that these game engines are doing this. As a hobbyist game dev with a day job and a night-shift (tfwgf), one of the biggest hurtles that keep me building on html5 instead of on desktop was the demand that I had to pay $$ upfront before I have any idea if I can even finish what I'm building (much less how the market will receive it). I mean, I don't mind paying the engine company their demands if I can m…

Unity's been free for years, you've fallen for their advertising to upstage Unreal. "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…

What most people don't realize is that the IEEE Floating Point standard (754-2008) actually doesn't standardize when a float should be rounded. Since most CPUs/GPUs are able to do FMAs (Fused Multiply-add)'s that are rounded after the operation, you get a different result than if you were to do a multiplication operation, then round, then add, and then round again.

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.

Re: Unity 5 released with upgrades, full-featured free version

#118
post #27

I really love that these game engines are doing this. As a hobbyist game dev with a day job and a night-shift (tfwgf), one of the biggest hurtles that keep me building on html5 instead of on desktop was the demand that I had to pay $$ upfront before I have any idea if I can even finish what I'm building (much less how the market will receive it). I mean, I don't mind paying the engine company their demands if I can m…

What does 'tfwgf' mean? I tried Googling that and it lead me to some weird places, but still no answer!

my uninformed guess is the face when 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

Re: Unity 5 released with upgrades, full-featured free version

#119

Earlier quoted context omitted.

Unity's been free for years, you've fallen for their advertising to upstage Unreal. "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…

What most people don't realize is that the IEEE Floating Point standard (754-2008) actually doesn't standardize when a float should be rounded. Since most CPUs/GPUs are able to do FMAs (Fused Multiply-add)'s that are rounded after the operation, you get a different result than if you were to do a multiplication operation, then round, then add, and then round again. I'm pretty sure Unity would be able to fix this if t…

Here's an outstanding article that goes into the nuance of actually achieving floating point determinism: http://gafferongames.com/networking-for-game-programmers/flo...

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.

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