Xamarin, we're looking at you... :)
Is it Xamarin asking too much or Unity not wanting to pay and leech on what they got from Novel?
Unity 5 released with upgrades, full-featured free version
131–140 of 152 posts
Re: Unity 5 released with upgrades, full-featured free version
#132Earlier quoted context omitted.
Is it Xamarin asking too much or Unity not wanting to pay and leech on what they got from Novel?
Yes, I think Xamarin is asking too much with regard to indie devs. They could come up with better licensing, e.g. pay after you earn $X...
Re: Unity 5 released with upgrades, full-featured free version
#133Re: Unity 5 released with upgrades, full-featured free version
#134Earlier quoted context omitted.
To be fair, XNA's support was atrocious (non-existent?) off of microsoft platforms.
MonoGame is almost entirely compatible with XNA and over the last year or two has really turned into something reliable, at least on MacOS and iOS.
Re: Unity 5 released with upgrades, full-featured free version
#135Unit is really easy and fun to use. Here are my three favorite tutorials. Takes around 1 - 2 hours to go through each one if you know how to program. 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&fea…
Re: Unity 5 released with upgrades, full-featured free version
#136Earlier quoted context omitted.
Yes, I think Xamarin is asking too much with regard to indie devs. They could come up with better licensing, e.g. pay after you earn $X...
My point was about the license agreement between both companies.
Re: Unity 5 released with upgrades, full-featured free version
#137Earlier quoted context omitted.
C#'s tooling and ease-of-use really blows C++ away. Plus there's the safety, where it's rather difficult to introduce a memory-safety issue into C# code, vs C++ where we see vulnerabilities every week due to this problem. 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 i…
While I appreciate your well thought out reply I don't think you have the perspective I'm interested in learning about. From your reply I'd say you already know at least one of the two. I'm interested in knowing why someone without experience in either would choose C# over C++ or vice versa.
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.
Re: Unity 5 released with upgrades, full-featured free version
#138Earlier quoted context omitted.
While I appreciate your well thought out reply I don't think you have the perspective I'm interested in learning about. From your reply I'd say you already know at least one of the two. I'm interested in knowing why someone without experience in either would choose C# over C++ or vice versa.
Maybe I misunderstand, but I don't think you want the advice of someone who doesn't know either, you want the advice of someone who knows both well. 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++…
Re: Unity 5 released with upgrades, full-featured free version
#139Earlier quoted context omitted.
The problem with Unity from game-player POV is that it's too easy. It means that anyone can make games, and I've seen too many games now that have beautiful art and crappy play experience. The games feel slow and controls sluggish. It seems that developers assume that Unity would take care of everything and they do not have to consider performance of responsiveness at all. Whenever I see Unity splash logo I'm getting…
Would you suggest making it harder to develop games? 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…
Re: Unity 5 released with upgrades, full-featured free version
#140Earlier quoted context omitted.
While I appreciate your well thought out reply I don't think you have the perspective I'm interested in learning about. From your reply I'd say you already know at least one of the two. I'm interested in knowing why someone without experience in either would choose C# over C++ or vice versa.
Maybe I misunderstand, but I don't think you want the advice of someone who doesn't know either, you want the advice of someone who knows both well. 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++…
It does on the professional version via the plugins system.