Unity 3 Coming Soon
by Thomas Bang · in General Discussion · 03/10/2010 (1:13 am) · 24 replies
unity3d.com/unity/coming-soon/unity-3
Beast Lightmapping, Deferred Rendering & Occlusion Culling. Sounds good.
Beast Lightmapping, Deferred Rendering & Occlusion Culling. Sounds good.
#2
03/10/2010 (3:39 am)
A bit of competition is good for the soul. Loving the puddles (wetness) and the rain in Unity though. Perhaps we'll see this in Torque one day - I'm staying put with Torque for now. Looking forward to future updates of Torque (hopefully soon) - :)
#3
Communication ftw.
03/10/2010 (4:41 am)
At least Unity communicate what they're actually doing. We're still waiting for the January TorqueX update... apparently we were going to get some info last weekend. Heard it all before.Communication ftw.
#4
it sure looks great, nice demo they got there.
men , these guys are always a step ahead., is interesting how their developement speed works, maybe they have good fundings for the engine.
no source, but it still an amaizing engine, that you dont even need source to create any kind of game, as its scripting is a low level, and almost as fast as c++.
with the low level scripting, its like there is almost no need of source to create any sort of game.
very interesting engine, I really enjoy it when working with it for its easy way to handle with it. learning curve is very simple, and scripting is so easy.
may the race start. :-)
n your marks, ready ......... :-)
03/10/2010 (9:45 am)
wow, Unity is taking the lead now with its new upcoming v 3it sure looks great, nice demo they got there.
men , these guys are always a step ahead., is interesting how their developement speed works, maybe they have good fundings for the engine.
no source, but it still an amaizing engine, that you dont even need source to create any kind of game, as its scripting is a low level, and almost as fast as c++.
with the low level scripting, its like there is almost no need of source to create any sort of game.
very interesting engine, I really enjoy it when working with it for its easy way to handle with it. learning curve is very simple, and scripting is so easy.
may the race start. :-)
n your marks, ready ......... :-)
#5
03/10/2010 (12:30 pm)
don't forget to add that their PhysX implementation has ALL physX features, not some.
#6
03/10/2010 (5:24 pm)
The one thing Unity lacks is great netcode, otherwise you can make anything out of Unity. Really great for single player/casual games.
#7
that kinda is in torque already its just specular levels on static objects can give you the exact same effect, Unity's artists who made the video are fantastic, i am more curious to see what it would look like on terrain or if you could even get that same effect on the terrain......
to me the coolest features of the new unity are the integration of beast light mapping at no extra cost and the integration of umbra occlusion culling, and as eb said ALL physx features...unity 3 is going to be a beast for sure...
03/10/2010 (5:41 pm)
Quote:oving the puddles (wetness) and the rain in Unity though. Perhaps we'll see this in Torque one day
that kinda is in torque already its just specular levels on static objects can give you the exact same effect, Unity's artists who made the video are fantastic, i am more curious to see what it would look like on terrain or if you could even get that same effect on the terrain......
to me the coolest features of the new unity are the integration of beast light mapping at no extra cost and the integration of umbra occlusion culling, and as eb said ALL physx features...unity 3 is going to be a beast for sure...
#8
excuse me fo rmy ignorance, since I am not familiar with the beast light mapping feature from unity.
is this something similar to UDK masslightning where you can bake the lights to all the textures on the level?
03/10/2010 (7:38 pm)
@Kenexcuse me fo rmy ignorance, since I am not familiar with the beast light mapping feature from unity.
is this something similar to UDK masslightning where you can bake the lights to all the textures on the level?
#9
aside from networking, Unity's got essentially every feature of T3D, and then some.
03/10/2010 (8:19 pm)
wow. this puts T3D to shame.aside from networking, Unity's got essentially every feature of T3D, and then some.
#10
But it's just an announcement : let's see when it will be available, and what will definitely be included in it. We know there is a gap between what is promised/announced and what is delivered.
What interested me the more is how they will handle the deferred rendering on Mac (the wall on whom GG dev team broke its nose).
Nicolas Buquet
www.buquet-net.com/cv/
03/11/2010 (12:41 am)
It becomes very interesting.But it's just an announcement : let's see when it will be available, and what will definitely be included in it. We know there is a gap between what is promised/announced and what is delivered.
What interested me the more is how they will handle the deferred rendering on Mac (the wall on whom GG dev team broke its nose).
Nicolas Buquet
www.buquet-net.com/cv/
#11
Unity releases are pretty 'feature complete' and not 'promised features' that aren't delivered.
03/11/2010 (1:38 am)
Summer 2010 is the release date.Unity releases are pretty 'feature complete' and not 'promised features' that aren't delivered.
#13
its the exact same feature that is in UDK, differnece is you dont have to pay $100,000 per game just 1500 to unity, and if you think about it you can get T3d and Purelight for the same price and get the same awsome lighting effects either way...
03/11/2010 (9:56 am)
Quote:excuse me fo rmy ignorance, since I am not familiar with the beast light mapping feature from unity.
is this something similar to UDK masslightning where you can bake the lights to all the textures on the level
its the exact same feature that is in UDK, differnece is you dont have to pay $100,000 per game just 1500 to unity, and if you think about it you can get T3d and Purelight for the same price and get the same awsome lighting effects either way...
#14
03/11/2010 (1:18 pm)
The only thing that I can see that could sway the difference for me, is if Unity came out with source code and updated their networking. Torque is by far the best for networking. For us, this is a must being that we concentrate on online games, and with AFX playing a major part in this you gotta think about the big picture and what you're needs are for an engine long-term, there's no point in doing something 50% then realising you got the wrong engine!
#15
I am a bit late to this discussion, but is this really true? As far as I understood the Unity Beast LM solution is told to integrate perfectly with shaders and dynamic lights.
Is there a material now to combine Purelight lightmaps with normal and spec mapping? Will specularity be reduced in dark corners? Will the player or other moving objects adapt their brightness to the nearest lightmaps?
05/25/2010 (4:36 am)
Quote:s the exact same feature that is in UDK, differnece is you dont have to pay $100,000 per game just 1500 to unity, and if you think about it you can get T3d and Purelight for the same price and get the same awsome lighting effects either way...
I am a bit late to this discussion, but is this really true? As far as I understood the Unity Beast LM solution is told to integrate perfectly with shaders and dynamic lights.
Is there a material now to combine Purelight lightmaps with normal and spec mapping? Will specularity be reduced in dark corners? Will the player or other moving objects adapt their brightness to the nearest lightmaps?
#16
This is meaningless with their EQ1 terrain system. You still can't even apply materials/shaders to terrain, rocks, and trees. No soft shadows for point lights, etc. So while those new features do sound good, they still need to fix some of the glaringly obvious issues. Adding materials to terrain, rocks, trees, etc should be a first class feature imo, not something that requires hacks and work arounds.
05/25/2010 (4:57 pm)
Quote:Beast Lightmapping, Deferred Rendering & Occlusion Culling. Sounds good.
This is meaningless with their EQ1 terrain system. You still can't even apply materials/shaders to terrain, rocks, and trees. No soft shadows for point lights, etc. So while those new features do sound good, they still need to fix some of the glaringly obvious issues. Adding materials to terrain, rocks, trees, etc should be a first class feature imo, not something that requires hacks and work arounds.
#17
05/28/2010 (2:07 am)
Soft shadows for point lights will be probably solved with their deferred rendering approach, remember, it allows hundreds of lights.
#18
06/02/2010 (7:43 pm)
That is some impressive new features.
#19
09/29/2010 (3:54 pm)
Unity 3 was apparently released the day before yesterday. Is the concensus that it's faster to develop with and creates games of a similar quality, but costs more and doesn't allow source code access?
#20
09/29/2010 (5:30 pm)
in my opinion comparing torque to unity is like comparing max to maya, on either side you will get hardcore die hards for each platform, each has features the other doesnt, yet you can still do the same thing with both and produce an amazing product as long as you have enough tacity to stick to what you start... but ultimately it comes down to preferance and which features you cant live without....a big example is torque has source, unlike unity if you dont have a feature you want you can add it in...if you have the know how that is....
Torque Owner Brandon Baker
World Core Studios